Player Taxonomies: Reviewing BrainHex and Synthesizing the Synthesis Part I

Today I have a compound post for you all. This is mostly because I have been lazy lately and have avoided going to work on the main part of the synthesis. I procrastinated on it so much that I instead did a synthesis of one model I was going to leave out: BrainHex. Previously, I had not found much written about BrainHex. By happenstance, I managed to drum up a source that contains descriptions for each of the seven types described by the BrainHex model.  I decided to include it because the source was there and it would give me a nice fourth model to describe. Further, it gave me a reason to put off the overarching synthesis for another day.  Well, that was two weeks ago, and so I figure it would be a good idea to let you know what I found, and to do this actual synthesis work. In this post, I am going to describe my approach towards the synthesis and draw some preliminary conclusions. First, though, BrainHex.

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Player Taxonomies: Reviewing Nick Yee

The following review is one of Nick Yee’s paper “Motivations of Play in Online Games” which details components, rather than types (like Bartle does). This is a part of Nick Yee’s Daedalus Project, which is in hibernation (it’s work is done for now). These are my raw notes on this paper, which is the cornerstone of the project and which provides the most information in a single source. Continue reading

Player Taxonomies: Reviewing Richard Bartle

Today I sifted through two sources of Richard Bartle to get a handle on his player types model.  For those who do not know, Bartle was one of the designers on MUD, the first of its kind. MUD (a Multi-User-Dungeon) is what MMORPGs are based upon. Games like Everquest and World of Warcraft owe a lot to the world of MUDs, and to Richard Bartle in particular.  In 1996, Bartle wrote “Hearts, Clubs, Diamonds, Spades: Players Who Suit Muds“, an article which looked at players of MUD2 and tried to understand what people thought was fun in a MUD.  Many years later, Bartle revised his model in Designing Virtual Worlds.  The model was much the same, but expanded.  Here, I have my notes on what Bartle described in these two sources.

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