Bartle's Taxonomy and Player Type Balance

Just some food for thought here.

We’ve seen topics about Bartle’s Taxonomy before, mostly asking people about which type they feel they fit into… but seldom really taking a deep dive into it and the implications it implies. WoW’s evolution over the years shows what I feel is a large amount of neglect in this particular aspect of MMO design theory, or to put it more simply, the design choices in the game have pushed it so far in one particular direction that it now specifically appeals to ONE of these groups and the others are feeling the game has essentially abandoned them.

So to give everyone a primer, here’s a link to one of the oldest articles on the subject (possibly the original):
http://mud.co.uk/richard/hcds.htm

To be more helpful, here’s the two-axis graph from the article in the link above:

                              ACTING
      Killers                    |                 Achievers
                                 |
                                 |
                                 |
                                 |
                                 |
      PLAYERS -------------------+------------------- WORLD
                                 |
                                 |
                                 |
                                 |
                                 |
     Socialisers                 |                  Explorers
                            INTERACTING

And a couple of videos summarizing the subject:

Now for a quick overview of the different groups…


Achievers

Mode of Play – Acting upon the World
Motive – Acknowledgement

Probably the simplest group to understand from a design standpoint, these are the players that want to play the game and complete all the objectives within it. When the game acknowledges what they’ve done, be it high scores, achievement notifications, and various rewards… all the neurons fire in their brain and they’re happy.

For the most part, how the other groups interact with them mostly comes down to how useful they are to their objectives:

  • Achievers like their kindred in both a competitive sense and they can be useful for finding like-minded people to attain their goals.
  • Explorers are oddballs to them with strange interests (and can be annoying when cease to be directly useful), but can provide valuable information from time-to-time.
  • Socializers are ignored because they don’t help nor impede them.
  • Killers are disliked because they can get in the way and frustrate them.

For the most part, keeping these people happy comes down to ALWAYS giving them something to do.


Explorers

Mode of Play – Interacting with the World
Motive – Discovery

Explorers are an odd group to say the least… but their main motive of “discovery” (and generally speaking, trying to learn something new) helps put things into context. Mastery and character progression are just tools to them, they don’t like perfecting stuff… but they do like to experiment with the game. If they aren’t hunting for forgotten lands, they’re tinkering with the game to see what works; as such, sometimes these are the people trying to see what can be solo’d for the sake of it.

Explorers tend to be something of lone wolves, but still interact with other players in many cases:

  • Achievers are willing listeners at times… and other times stubborn fools who are too busy chasing their own goals instead of focusing on the joys of discovery and seeing what’s possible.
  • Fellow explorers are much beloved. FINALLY! Someone they can talk who can actually contribute to the discussion without getting bogged down over the semantics and small talk!
  • Socializers are… well, people who focus on small talk rather than the more substantial discussions explorers are often craving.
  • Killers are disliked, but not to the same extent that Achievers despise them. The odd one isn’t a problem… but a lot of them becomes a serious obstacle to deal with.

To put it simply, Explorers want content and variety; they don’t need a system to tell them what to do, they’ll just go out and find it. They also enjoy it when there’s unusual abilities in the game with niche utility, it gives them tools to experiment with and see what’s possible; glitches in the game can be enjoyable provided they’re not game-breaking. They also enjoy a good story in many cases, as it functions as a form of “content”… but they also dislike rehashed content which merely modifies something existing slightly, as it feels too similar to what was done before.

On a minor note, explorers don’t like being constrained and forced down a single route for a game. As natural explorers and experimenters (sometimes helplessly so), they’re actively looking to go off the beaten path just to see what’s there. A good way to look at it is that they’d be classified as a “scientist” in this old webcomic:

https://xkcd.com/242/


Socializers

Mode of Play – Interacting with Players
Motive – Playing with Friends

Socializers are pretty straightforward, they like to play with their friends (no matter the activity) and REALLY like to talk. A bit of neglected crowd in general, they had a healthy presence in WoW for the longest time simply because WoW was the only game of note on the block. These are also the players that really enjoy things like player housing and role-playing, ways for them to play (and talk) with their friends in more ways.

Now, how do they interact with other types?

  • A strange relationship with Achievers… the two seldom interact. Interestingly, socializers enjoying talking ABOUT achievers, something like celebrity gossip in a sense.
  • Explorers and socializers both like to talk… but about entirely different subjects. Socializers like small talk, while explorers crave “substance” of some variety (game secrets, tricks, and other things).
  • Socializers like fellow socializers, it’s someone who likes to talk!
  • Remember what I said that neither of the first two groups disliking killers? That’s NOTHING compared to the burning hatred socializers have for killers, probably not helped by the fact killers enjoy preying on them and making their lives miserable (which they are VERY good at).

Socializers have an internal, positive feedback loop. More people to talk to will attract more socializers… and less people to talk to means there will be less of them.


Killers

Mode of Play – Acting upon Players
Motive – Dominance

Ah, now we come to the crowd no one seems to really like – killers. These guys exist for one purpose, to exert their dominance over others by any means necessary. While PvP is an “obvious” tool to accomplish this, they are known to use other means: topping DPS meters (even if it means standing in the fire to stay ahead), cornering the market on the auction house, being gatekeepers over others, and proudly displaying rare or unobtainable rewards because they know other people can’t have them.

A lot of those sound similar to what an achiever would want, but it comes down to the underlying motive. An achiever would want them as a trophy to display, while a killer would use that trophy to essentially say “I’m better than you!”; sometimes close observation is required to see the difference.

Killers don’t like to lose face, to say the least; APPEARING dominant is just as important to actually being dominant. “Playing fair” is optional, and preferably avoided. They aren’t here to make friends, they’re here to climb to the top by any means necessary.

Going through the motion, how killers view the groups is… interesting:

  • Achievers are natural prey, and tend to be more “sporting” type. They’re good at the game, but not necessarily at fighting off other people. They know they’ve caused some anger and enjoy it. Killers will avoid ones they feel they don’t stand a chance against, however.
  • Explorers are odd, and it comes down to threat level and a surprising lack of reaction from the victims. Explorers view them as a nuisance in most cases, and tend to ignore them unless they’re interrupting them at a really bad time. But with explorers being prone to experimenting, they sometimes can be more dangerous than they seem to the killer with novel ideas they may be able to use to their advantage. As such, killers may avoid them due to being less rewarding and unknown risks… provided they bother to discern them from another group.
  • Killers LOVE socializers… but not in a good way. Pure glee at helpless victims, you could say.
  • Other killers are competitors, and quite often it’s treated similar to achievers… but with an added factor of risk because they know how to fight. Killers will typically only engage another killer when they’re certain about victory.

Killer numbers tend to increase with the number of victims they can prey upon, and despite achievers disliking them… the two groups tend to form a natural equilibrium between the two. Their presence tends to be harmful to both socializers and explorers, though the former will feel the effects first and flee when things get hot; the latter will only start to chafe when there’s FAR too many of them and they start impeding the exploration at every turn.


Now then, we come to WoW.
As noted, I think the game has been overrun by one particular group – ACHIEVERS.

The signs are obvious, notably how domineering gear progression and other systems have become in the game recently. Achievements are obvious, but we also get into stuff like limited-time rewards and outside systems like IO score and constantly increasing item level. Damage output seems to be the core focus of what’s left of the community, while there’s little room for experimentation; corruption doesn’t really count, the downsides are too annoying to be worth bothering with.

In case it wasn’t obvious, I consider myself an explorer first and foremost… and I’d say most of the issues I have with the game stem from the fact there’s next-to-nothing which is there to interest me anymore. The exploration aspects have been neglected and I’ve already exhausted all there is to see in the game; and I’m still grumpy about parts of the game being removed for the sake of removing them (MoP cloak, WoD ring, mage tower, and so on). Everything is tailor-made for achievers.

This doesn’t seem too bad by itself… except thanks to an over-the-top systemization approach to the game’s design, there’s NOTHING to really explore. It’s the same stuff hashed out again and again, with slight variations. The socializers have all but fled, with some small RP-focused pockets confined to a select few servers. Fellow explorers? They seem to be nowhere to be found. Achiever and killer numbers seem to have remained constant, and I can’t say I enjoy interacting with either group (differing interests, to put it mildly).

I guess it remains to see if WoW will do anything to cater to the other player groups in Shadowlands… but based on what I’m seeing so far, I’m not getting my hopes up. A new expansion means new places to explore… but how they go about it will be more telling.

I’ve always felt that Bartle’s Taxonomy was an oversimplification. Each of the boxes into which it tries to put players is a spectrum of wants, and in my experience, very few people actually neatly fit into one archetype. In general, I think most players fit into at least two boxes, and I’m sure there are those who fit into three or even four, even if I haven’t met them.

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I strongly suspect with the data Blizz has on hand to analyze our gaming behavior, they have segmented us into much more descriptive and actionable design groups than your taxonomy would provide. Perhaps better just to do a more straightforward complaint about aspects of game design rather than working so hard on a mind numbing wall of text.

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so where do transmog people fit in. because as everyone knows, Transmog is the real end game for any game. and games that lack transmog have to get buy on pleasing only one type of player.

It actually makes more sense as a two-axis grid rather than four explicit groups with no overlap.

  • Acting vs. Interacting
  • Players vs. The World

Where you fit on each axis/spectrum and see where the points cross on the grid. This allows for a lot more variation within the groups, and actually quite easily explains why a lot of people come close to two categories. Anyone fitting into more than two is close to the centre of the grid.

Just as an example, using myself, I have a heavy focus on “the world”… but lean more towards interacting with it but not all the way, being closer to midpoint for acting. In other words, some achiever traits; most notably a desire to collect things and complete stuff.

Actually, I think this is the one area of their analysis they’re neglecting.

If anything, they’re focusing on achievers more because they’re easier to measure… and easier to cater to. I’d say the current game design looks more like they’re trying to find the best way to exploit them while expending as little effort as possible.

Because the issue is SYSTEMIC, it’s not one small thing… it’s quite literally the sum of everything, and it all seems to be flowing in a way to drive everyone else away.

That’s more along the “Achiever” group, along with collecting in general. Probably leans a bit down to the explorer group a bit, if you’re looking to do stuff like mix-and-match outfits.

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On the one hand I feel they have done something like you describe. But my feeling is that, with all the badly-accepted changes they have made in recent years, their model fails to take into account the realities of human nature, relying instead on metrics that fail to reflect people’s feelings.

I think their preconceived notions have got them in a rut.

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The problem with Blizzard’s data is that it’s skewed by their design, which is focused on using unrelated rewards to get players to do “all the things”. See for example Pathfinder pushing players to grind reputation for the unrelated reward of flight, PVP-locked essences pushing PVE-focused players into pvp, and the ability to min/max corrupted gear being locked behind Horrific Visions, which are in turn locked behind a currency which can only be acquired via assaults and dailies. They have the data, but it’s far from unbiased in regards to what players actually enjoy doing.

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Agreed.
(This is mostly toward Felisferalis but works mostly as a reply to Hardwire as well.)

The problem is WoW’s audience is multi-generational with conflicting needs and wants. Classic helped temporarily but without a path forward, even the most fanatical will burn out.

As much as people hate it, BFA gave a lot of paths to get decently geared and a lot of aspects of the game that we could chose to play or not play. We’ve got raids, mythics, PvP, Visions and just zone dailies. Plenty to get my characters to the mid-440’s which is more than anything I need to do.

I expect to see the same multi-path approach to Shadowlands given how fractured we, as the audience for WoW, have become.

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I look at the same things as you and see fewer and fewer things for casuals to do. All of 8.3 is gated by the cloak and visions. The “raids, mythics, and PVP” you are seeing are elite content, especially the PvP, which now requires the best gear obtainable to keep from being steamrolled by mythic raiders who are the “killer” player type. In randoms, which are supposed to be casual PvP.

Visions and zone dailies are just chores required to obtain currency.

Last night I was posting on a plate character I leveled to run old raids for transmog. Ilvl 422, no essences, far too much corruption, thanks to a system that gives corrupted gear to low ilvl players rather than usable upgrades.

When I said there is no new content in 8.3 for casuals, I was told I could do heroic raiding, which I don’t consider casual, though a mythic raider who’s slumming it might. I was told to get a level 1 cloak and sneak into somebody’s pug group to do heroic raiding.

Next thing I knew, a well-known forum blizz supporter was telling me the reason I couldn’t get accepted into heroic raids was because I have bad gear.

It couldn’t possibly have to do with the fact that I have never once applied to get into such a group and never wanted to.

The player demographic is skewed. Devs are mudwimping the game.

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I think part of the issue is that almost all of those are skewed and structured towards the achiever player group… quite possibly because that’s the group the (current) developers are themselves. One can argue that even PvP has been skewed towards this group, even though you’d think it would be more oriented towards killers; evidence towards this could be the new prestige system, which is just a long ladder to grind and get rewards from.

Lots of ways for achievers to go forward… but nothing for anyone else.
It’s ALWAYS towards some objective, and that’s precisely the problem.

Come to think of it, none of the other groups don’t really need strict or explicit objectives… or at least don’t gain a lot of benefit from them. Explorers are probably the closest when it comes to specific objectives, but quite often they prefer to set their own.

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As I noted, demographics are an issue here. Being in my mid-60s, my raiding days are behind me as reflexes and learning curves are well suited for most guilds and learning by pugging was painful back when I was a good, if not great, healer.

My endgame is much more casual. For example, I’ve only done the quest chain that gives me the cloak and the first mementos. This allows me to de-curse corrupted gear and I’m good to go. I don’t expect to end this expansion with any of my 120s with gearing over 450 and that’s fine.

Gearing up to pug heroics or better sound awful unless one is in a helpful guild. The grind would make me not want to get out of bed, let alone logon to WoW.

Again, WoW has a people problem in terms of moribund guilds and solo players who may not really want to be solo players. I don’t know how Blizz can fix this as there are four generations of players who all have different ideas of gaming, incentives and disincentives. In my case I’ve cherry picked the parts I want or am capable of doing and then gone back to do things like complete my class halls. That was a lot of fun as I wasn’t good enough or in an active enough guild to really accomplish this. Hopefully, you find your combination of fun.

Missed this earlier, but I just want to quickly comment.

I wouldn’t be so hasty to equate this group to “killers”… though over-geared players going into random BGs for the express purpose of crushing the opposition probably counts. It could come down to if they’re doing it to get a “fix”, and especially if they’re going out of their way to repeated kill and graveyard-camp the opposing team; if they’re taunting their victims while doing so, that’s obvious give-away.

If they’re blitzing their way to the objectives, they’re more likely to be achievers. They lack the malice that the genuine killers have… though if they’re being a bit gleeful about dominating players who get in their way, they may have some killer traits in them. Back to the grid again, “acting” is a common basis… but shifted away from “The World” towards “Players”.

Now, another part of the issue is the runaway stat-inflation (another big issue with a lot of snowball effects)… which, in turn, is yet another thing meant to entice achievers. They want power and the acknowledgement that brings… and quite often huge power boosts are an easy way to give them what they need.

It’s a bit difficult to find much literature on “mud whimping” (found one article, but not the easiest to read)… but it would seem that it has already happened, and the playerbase is severely fractured.

Truth be told, a lot of non-achievers have already left.

Killers have somewhat amalgamated with achievers, doing a lot of the same activities but with different motivations. Socializers are isolated to RP servers. Explorers are all but at a loss of what to do with the game (or at least, I certainly am).

To be frank, despite trying be somewhat helpful here… you seem to be missing the point.

Quite simply, not everyone is playing the game to chase a higher item level. This is an “achiever” objective, straight up… but for everyone else, it’s just a tool with varying degrees of usefulness.

  • To a killer, it’s definitely useful as it provides them more power to better assert their dominance. But in the end, it’s just a tool.
  • Explorers don’t particularly care for it until they need to overcome an obstacle… at which point it’s a tool to do something, and nothing more.
  • Socializers… don’t even have a use for the tool, they just want to talk. At most they’d be interested in it for the transmog appearance, assuming that will somehow assist with their socializing.

The question I’m trying to push here isn’t “Why can’t I attain a higher item level?”
Rather, it’s “Why is everything coming down to item level and other metrics?”

What I’m saying is that people aren’t looking for other avenues to pursue gear… they’re looking for something that DOESN’T ultimately come down to pursuing gear.

Not sure if this was meant for me… but in any case, I’ve found my combination of fun and it is no longer in WoW.

It used to be.

I’ve found it elsewhere… but due to some sentimental attachment to what the game used to be, I want to at least try and see if WoW can somehow get it back. A fool’s hope perhaps, but there’s no hope for such a change if you don’t say anything at all.

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I play to achieve things with friends in a social environment.

If I can’t be social, I wouldn’t play WoW.

If I can’t achieve things, I wouldn’t play WoW.

I don’t play for acknowledgement.

I find these categories grossly simplify and contradict how many people play WoW.

Spoiler

I will sit back and wait for someone to tell me how I really enjoy WoW, contrary to what I have said, and how my aspect of fun is wrong

Essentially everyone is an Achiever, we just have different points to mark achievements. Successfully disrupt LFR? Goal achieved! Ganked lowbies for hours? Feeling manly? Goal achieved!

I think the proper phrase would be Achievement Recognition. We see this in anti-moggers and anti-LFR individuals who feel as if their accomplishments, real or otherwise, are not being suitably lionized by us hoi polloi for their distinct titles, appearances, or scores. These are folks who are not after achievements, per se, they are after recognition for their achievements.

The definitions in the taxonomy presented are less useful than horoscopes in that they are barely more than a Rorschach test for what buzz words that observers ascribe as motivations for our actions, real or not. Few people pursue activities without having some benchmarks along the way to measure whether the activity was worthwhile or not. Even sitting and watching the soothing rain will have benchmarks depending on whether we feel serene or guilty for avoiding chores.

I’m sorry you are feeling unwelcomed in the game and hope that you are finding it elsewhere. Thank you for your passion to continue to be involved in trying to make it better for you.

The above examples are getting more into the “killer” territory. Any form of griefing and ganking are pretty much automatic when it comes to this, as the recognition they’re receiving is closer to players taking note of it rather than the game simply providing the acknowledgement.

When people are starting to try and make some stuff exclusive, this is getting into the killer territory again. Keeping in mind that their motive is “dominance”, keeping people out of it of certain pieces of content and trying to get their own achievements lionized by other players is DEFINITELY a killer trait.

Come to think of it, if WoW didn’t have such a heavy PvE slant over the past few expansions, it would almost certainly be a killer-dominated game.

As I stated before, it’s better to visualize it as a two-axis graph. Below is the graph from the article linked in the first post (and I’ve added to the first post to avoid explaining this again):

                              ACTING
              Killers            |                  Achievers
                                 |     *WoW*
                                 |
                                 |
                                 |  *Classic*
                                 |  
      PLAYERS -------------------+------------------- WORLD
                            *Vanilla*  *FFXIV*    
                                 |                 
                                 |          *Raelhorn*
                                 |
                                 |
              Socialisers        |                  Explorers
                            INTERACTING

The two axes being:

  • Acting vs. Interacting
  • Players vs. The World

Based on this graph, WoW leans HEAVILY towards the “acting” side of the vertical axis… and probably slightly towards the “the world” on the horizontal axis. It can be seen shown on the graph above, added based on how I feel about it.

I also threw in where I think both Vanilla and Classic for good measure (some small differences, mostly due to how the community treats the game), plus FFXIV because it’s just another reference (and what I’m enjoying more of recently). I don’t think WoW ever quite got to what I REALLY wanted, very few games actually do.

Thanks for at least trying to be understanding about the matter.

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Thanks for the graphic, that really helped to grasp the concepts better. It certainly explains why WoW doesn’t currently fit you.

Based on that graphic, I’m somewhere around the FFXIV level, something that, so far, I’m getting from WoW. I tried Classic and the third time the quest giver sent my back to the harpies area I was done.

The aspect that keeps me playing is that after 14 years of developing characters, I have so much head canon around them that I could enjoy just about anything as the game is now only a vehicle for the novel/movie that is unfolding in my imagination.

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Classic’s frustrations aren’t all that different from Vanilla WoW… but yeah, there’s definitely some hurdles which need to be gotten over (again) for people to start enjoying the game. That being said, I tweaked Classic’s position on the graph slightly towards the “acting” end of that axis… it didn’t quite feel right close to centre as it was shown previously.

I suppose the one interesting thing is that I often find FFXIV reminds me more of Vanilla WoW than modern WoW (and sometimes even Classic), though it’s a bit tough to explain (it’s more of a feeling) than other than on that graph where they end up being surprisingly close. Probably the only reason I have it shown leaning more towards “the world” (relative to Vanilla) is the much stronger influence of the story in that game. Maybe it could lean a bit further to “the world” than shown on the graph, but other aspects about the game (player housing, for example) keep it closer to centre.

That being said, Vanilla WoW is about as close to centre as you could get.

And something similar is what keeps me trying to improve the game by saying it should move closer to the centre of the graph. It started out pretty close, but has been moving away from it at an increasing rate with each expansion (especially the last three).

What probably broke the illusion for me was the GCD change in BfA, especially after it felt like you lost so much while leveling up through BfA. Without the gameplay to support the game I had previously enjoyed, all the other issues the game had were laid bare… and I can’t deny that I’ve been a little grumpy over the whole ordeal.

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I just don’t see “exploring” actually working in an MMO because of the Internet.

Having a game based on exploration just doesn’t work because within a day there will be full guides on where to go to explore.

Basing gameplay on exploration just doesn’t have longevity in a MMORPG.

And if this is just based on sandboxiness, being able to chart your own path, then it would revolve around drastically lowering difficulty level in order to let the non optimal ways of doing things be viable.

MMOs are based on repetitive content.

I don’t use the internet to explore unless I’ve gotten myself into a bind. I definitely avoid nearly everything that says Game Guide until well after I’m done with my default exploring.

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Correct.