Game Design
Player Types (Bartle)
Why do some players grind achievements, others read lore, others sit in chat, and others gank newbies? Bartle Taxonomy explains it.
- **World of Warcraft** - designed for all four types with dedicated content
- **EVE Online** - Killer-friendly design creates unique emergent gameplay
- **Animal Crossing** - Socializer + Explorer focus, minimal Achiever/Killer content
Achievers
**Achievers** want to win, reach goals, and collect all achievements. For them, a game is a challenge to conquer. Metrics, leaderboards, 100% completion - that's their language.
**Achievers driven by mastery.** But mastery over game systems, not other players. They want to 'beat the game', not other people.
**Designing for Achievers:** - Clear goals and milestones - Visible progress (XP bars, percentages) - Rare rewards for dedication - Challenging optional content - Bragging rights (titles, cosmetics)
A player spends 200 hours getting all achievements, including 'collect 500 flags'. Which type?
Explorers
**Explorers** want to discover, understand, find hidden secrets. For them, a game is a mystery to unravel. Easter eggs, lore, mechanic interactions - that's their reward.
**Explorers share discoveries.** They're the first to find secrets and write wikis. Valuable for community building.
**Designing for Explorers:** - Hidden content off the beaten path - Reward for curiosity (secrets behind waterfalls) - Emergent mechanics (physics interactions) - Deep lore for those who seek it - Don't show everything on the minimap
A player spends hours reading item descriptions in Dark Souls to understand the lore. Which type?
Socializers
**Socializers** want to connect with other people. The game is a platform for relationships. They may spend hours chatting without touching gameplay. Community IS the game.
**Socializers - the glue of communities.** They organize events, help newbies, create guilds. Without them, multiplayer games die.
**Designing for Socializers:** - Robust chat/voice systems - Guild features and group content - Social spaces for hanging out - Events requiring cooperation - Tools for community creation
A player in FFXIV spends more time on housing and RP than on raids. Which type?
Killers
**Killers** want to dominate other players. Victory is only meaningful if someone lost. PvP, griefing, competitive ranking - their domain. The smallest but loudest type.
**Killers = ~1% of players** according to Bartle, but create outsized impact. They can drive away Socializers if unchecked. Balance carefully.
**Designing for Killers:** - Competitive modes and rankings - High-skill ceiling PvP - Meaningful rewards for PvP - But: protect other player types - Separate PvP and PvE spaces
In EVE Online a player hunts newbies in starter zones. Killer or griefer?
Combinations and Personas
**Bartle types - a spectrum**, not categories. Most players are a mix. Explorer-Achiever finds all secrets. Socializer-Killer loves competitive team games.
**The Bartle Test** gives a percentage distribution (e.g., 70% Explorer, 60% Achiever, 40% Socializer, 30% Killer). Use it as a tool, not gospel.
**Application:** - Identify the primary audience for the game - Ensure content for secondary types - Balance conflicting needs (Killers vs Socializers) - Design features appealing to combinations
Every player is one Bartle type
Bartle types are a spectrum. Players have different degrees of each type
The same player can be an Explorer in a single-player RPG and a Killer in a competitive shooter. Context matters. Use as a lens, not a label
A game targets Achievers. What to add for Explorers as a secondary audience?
Key Ideas
- **Achievers** want to win and complete. **Explorers** want to discover and understand
- **Socializers** want to connect. **Killers** want to dominate
- **Players = combinations.** Design for the primary audience, don't forget the secondary
Related Topics
Bartle types are connected to motivation and system design:
- Motivation (SDT) — Bartle types map to SDT: Achievers = Competence, Socializers = Relatedness
- Social Mechanics — Socializers and Killers require multiplayer design
Вопросы для размышления
- How does a player's Bartle type influence their choice of games?
- What Bartle types constitute the core audience for a given game? How should design address each?
- How can a balanced game cater to conflicting types (Socializers vs Killers)?