
-The 9 Basic Player types.
-According to Chris Bates (Philosopher, Author, Game Designer)
Caillois patterns of play:
Ludus,
Paidia,
Agon,
Alea,
Mimicry,
Ilinx
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Conqueror
“I’ll beat any challenge”
* Play: Hard Agon
* Emotions: Anger/Fiero, (Fear?)
* Skills: Strategic, Tactical & Logistical
The fiero-seeking Conqueror is the economic mainstay of the upper market of videogames, thriving on a diet rich in First Person Shooters. Challenge is the draw for this player – when the complaint “it was too easy” is heard, it is heard from a Conqueror. Fiero, the emotion of “triumph over adversity” requires that the player be put through the ringer, pushed to their limits, and as a result anger and (possibly) fear are likely to be related emotions. It is likely that Conquerors are younger on average than other players.
Manager
“I have to know how it works”
* Play: Complex Ludus, Agon
* Emotions: Contentment, Fiero
* Skills: Strategic
The strategic-minded manager is a complexity-seeking player. Games with many rules, including both strategy games, and certain cRPGs, are the mainstay of such a player, although adventure games will also be enjoyed by many. Although fiero is likely to be a theme, the Manager is less dependent upon this one emotion, and seeks the satisfaction of knowledge or mastery, expressed through the feeling of contentment. They can rack up serious hours on the games they really love.
Wanderer
“Escape to another world”
* Play: Mimicry, Paidia
* Emotions: Wonder, Curiosity, (Fear?)
* Skills: Tactical & Diplomatic?
The escapist Wanderer seeks immersion in the sense of engagement with an imaginary world. Such a player enjoys the beauty of fantasy worlds, and is driven by a curiosity to see what is out there. Story (specifically characters) is a greater drive than challenge, and indeed the desire to know how the story ends may drive engagement with any game. Fear may be enjoyed for the experience, in the manner of a fairground spook house.
Participant
“Let’s play together”
* Play: Agon? Paidia?
* Emotions: Belonging, Amusement, Naches
* Skills: Any?
The archetypal social player, the Participant doesn’t want to play alone. Although competition (agon) is enjoyed, it is enjoyed principally for the opportunity to be part of something taking place between people. The need to belong, to be part of something, is likely to be expressed most strongly with such a player.
Hoarder
“As much as I can get”
* Play: Mimicry, Ludus?
* Emotions: Greed, Contentment
* Skills: Logistical
The logistically minded Hoarder cannot resist acquisition of game resources. Likely found playing equipment-heavy cRPGs, as well as MMORPGs, the Hoarder is a thorough player, gaining satisfaction (and hence contentment) from the completion of “stamp collections” and the like. When they finish a game, they usually find they have accumulated an absurd amount of equipment, ammunition or money.
Zoner
“Time has lost all meaning”
* Play: Simple Ludus, Alea, Ilinx?
* Emotions: Excitement, Relief
* Skills: Tactical
Puzzle games are the zoner’s remit – lost in the flow of an abstract game, they become intent upon the actions of the game they are playing to the exclusion of all else. However, as much as they love the games they play, they may not play for long period of times. Short games played often is the nature of the experience.
Juggernaut
“Knock ‘em down”
* Play: Easy Agon, Mimicry, Paidia
* Emotions: Amusement, Contentment, Excitement
* Skills: Tactical?
The Juggernaut seeks a little resistance in the game they are playing, but mostly wants to push through everything with comparative (and amusing!) ease. A little excitement is desired, but the Juggernaut isn’t looking for the degree of challenge that would consistently supply fiero. Rather, they just want to play around – often completely dominating the game they are playing. For the Juggernaut, games aren’t about stress, they’re about unwinding.
Monster
“Evil is my middle name”
* Play: Agon, Paidia
* Emotions: Schadenfreude, Amusement
* Skills: Strategic? Tactical
The emotion of schadenfreude – taking delight in the misfortune of others – drives the Monster. Mischief is their primary occupation – “griefing” of strangers in a MMOG, and playful annoyance when among friends. The Monster player is not interested in rules – except in so much as they can find new ways to break them.
Hotshot
“The thrill of the ride”
* Play: Ilinx, Mimicry
* Emotions: Excitement, Relief, (Fear?)
* Skills: Tactical
The master of high speeds and nail biting rides, the Hotshot is the master of vertigo (ilinx). The ultimate payoff of victory (fiero) will be enjoyed, but it is the experience of being at the brink of control – the excitement (and perhaps fear) of being right on the edge that is the driving force.
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Finished reading? Great article, ne? I was reading this and realizing how many different players i see playing Guild Wars.
So I guess the question is.
How does Guild Wars satisfy your player type?
Im all across the board on this one. I feel like a Wanderer/Manager/Participant with a little bit of hoarder. I see a lot of board conflicts around here occur as fundamental differences in playing styles colliding at the same point in game with differing goals.
so post your response. What type are you and how does Guild Wars fill your needs according to the type?