Quote:
Originally Posted by Videri
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Wow Loramin, very interesting! I had heard of some kind of four-quadrant taxonomy, but I hadn't read into it much. It seems as though there is a competing four-quadrant model, as well. I might start a thread about this.
Hmm, food for thought.
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Yeah, I'd love to see a separate thread on it.
I think that that "meta-MMOG design" stuff is fascinating, and really helps you understand why games succeed or fail. Ance once you start thinking that way (in terms of groups of players and what they're each looking to experience in their game) it seems painfully obvious in retrospect:
of course the successful games are the ones that create a place where every different type of player can play and have fun in their own way.
I don't necessarily think the Bartle taxonomy is the best or anything, but I do especially like their take on the "Killer" archetype, because I think it explains so much (though certainly not everything) about why WoW/DaoC/SWG/etc. succeeded with PvP and EQ didn't.