A MODEST PROPOSAL
February 2, 2010 – 3:30 amPosted by: sdfasdfsadf
Richard Bartle, a British writer and game designer, was the co-author of MUD, the first multi-user dungeon and according to Wikipedia, “one of the pioneers of the massively multiplayer online game industry”. He is also the designer of the Bartle Test of Gamer Psychology, which uses a series of about 30 questions to determine the preferences of games players. Depending on their answers, player preferences are divided between the roles of Achiever, Explorer, Socialiser and Killer, with the score ranking indicating the principal thrust of a player’s interest. As an example, a pure non-consensual PvP game such as the recent Darkfall is clearly designed to appeal primarily (indeed, probably exclusively) to the Killer type of player.
A fascinating recent post in Pearls of Unwisdom argues that the current radiance gating debate in LOTRO reflects a long-standing conflict of interest between Achievers and Explorers: “Achievers and Explorers have been knocking heads together for a while now, especially with regards to gating of content […] Achiever types traditionally thrive in content gating situations […] Explorers [are] forced either to join the numbing grind, or to hang up their hiking boots and call it a day.” The post concludes by asking “given that Achievers and Explorers both seem to enjoy raiding, can they both coexist peacefully? Or is there a fundamental conflict between what they both want from the experience?”.
It must first of all be said that the Bartle test does not really fit in very well with a game like LOTRO, which has minimal PvP content – I tried the test, but kept being faced with questions which really had no application to the LOTRO experience, particularly as regards killing fellow players… More germane to this discussion is the fact that I can see a substantial overlap between Achievers and Explorer goals. However, what I found particularly illuminating was the recasting of Raiders as Achievers. The official Bartle definition of a pure Achiever goes like this: “Best, first and most are the favorite adjectives of the Achiever. They love comparison not only against others, but also with themselves. They enjoy setting goals, surpassing previous performances and hitting new milestones. They tend to have lots of high scores, badges, trophies and other concrete evidence of their successful endeavors”.
If the argument in favour of a very narrow gateway to end-content raiding, and therefore to the highest-quality gear, is that there must always be some concrete, strutting-around, high-status evidence of a player’s ability to eventually beat the hardest challenge thrown at him by the developers, there’s an easy way to achieve this without depriving everybody else (i.e., Explorers and Socialisers) from experiencing environments and challenges such as the Rift and Dar Narbugud.
Simple. Widen access to the big, multi-boss instances which everyone wants to experience, not by making the fights easier, but by providing several pathways into the instances: forget radiance gating, and offer alternatives such as crafted armour, drops from several different kinds of quests, and epic book rewards. At the same time, provide another 12-man raid which need not have more than one or two bosses, and which will not require spectacular new settings (scenery is for wimps!), but make it fiendishly, almost impossibly difficult. The rewards for completing this instance should be impressive, even flashy. They should immediately stand out in a crowd, offering instant status for those who crave it, but (and this is important) they must not be in any way functionally superior to the top rewards for finishing the other end-content raid.
Result? Genuinely rare, high-status display items for the Achievers, satisfaction for frustrated Explorers and Socialisers, and, at the end of the day, a level playing field for all.

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