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.
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.