This document discusses player modeling and profiling in game design. It outlines several models for classifying players, including Bartle's player types (achievers, explorers, socializers, killers), hardcore vs casual players, and BrainHex player classes (seeker, survivor, daredevil, etc.). The key points are that players have different motivations, needs, and play styles; understanding the target audience is crucial for game design; and multiple player profiles should be considered to account for differences between individuals. Selecting the right target audience helps ensure a game provides the desired experience.
2. The Player
A player is a person that interacts with the
game and lives the experience it offers.
3. The Audience
The audience of a game if the set of groups
of players it targets.
Examples: “teenage girls”, “students of
IST”, “visitors of a museum”, “football
lovers”, “sportive people”
4. Player? Why?
How to measure the success of a game?
A game is successful if it satisfies the
needs of its (target) audience (players)
5. Player? Why?
Can a game target everyone?
Merging two game genres please both
audiences?
6. Player? Why?
Different players have different needs!
Choosing the target players is a crucial
step in the game development
You need to know who to please
to define the experience
7. Player? Why?
Is that the only reason?
Player as a consumer
Player as a producer/author
12. Player Profile
For each group of players identify
Motivation
Needs, preferences, interests, expectations, values,
fears, dreams
Capabilities
References, knowledge, limitations
Context of play
Where, with whom and when they will play
13. Racing Car Game Player Profiles
Motivation Have a nice time
with the family
Dreams to drive a
car
Capabilities
Limitations
Some limitations
regarding dexterity and
vision
Can deal with
complex controls
Knowledge Follows car races on TV,
knows famous drivers,
has real-life driving
experience
Has played driving
games, follows
gaming news
Context of
Play
Family homes At home,
when not studying
Type A Type B
14. Models of Players
Player profiles are crafted with contact with
users
Can be supported by existent models
15. Models by Game Genre
Common genres
Action
Adventure
Driving
Puzzle
Role-play
Simulation
Sports
Strategy
Shooter
16. Models by Game Genre
Do they really define the Audience?
All shooters!?
17. Game Genres
Players play the same game differently
Genres show the current state of the art
Not good if you want to innovate
Show the current users *not* the potential
ones
18. Hardcore vs Casual
Hardcore
Familiar with game conventions
Read about games (e.g. magazines, forums)
Playing games as a life-style
Adapt theirs life to the game
Look for challenge
Buy a lot of games
19. Hardcore vs Casual
Casual
Unaware of game conventions
Play few games
Games must adapt to their life
Play to relax and “kill time”
Buy few games
21. Players of MUDs (Bartle, 1996)
Hearts, Clubs, Diamonds and
Spades
Players
Environment
Socializers
Explorers
Killers
Achievers
ManipulateInteract
22. Hearts, Clubs, Diamonds and
Spades
Socializers
Enjoy learning about or communication with
other players
Killers
Enjoy manipulating other players
Explorers
Enjoy interacting with the game world
Achievers
Enjoy manipulating the game world
23. Play Styles
Particular form of play. Patterns of play
behaviour.
Achiever
Explorer
Competitor
Director
Collector
Creator
Storyteller
Actor
Joker
Athlete
24. Play Styles
There are particular play styles in some
genres
RTS: turtle, rusher, etc.
25. Play Personality
Player preference of play styles
A player may adopt different play styles
+ Achiever: 60%
+ Explorer: 30%
+ Collector: 10%
26. DGD1 Model
Demographic Game Design 1
Developed by International Hobo
Players model based on personality
Myers-Briggs
Build on
Player surveys and interviews
More than 400 participants
28. Myers-Briggs
Influence on Game Design (E vs I) - How
games are played
Duration of game sessions
Sociability
Connection with the outside world
Physical components
Ex: Dance Dance Revolution (Konami, 2001)
29. Myers-Briggs
Influence on Game Design (S vs N) -
Learning and problem solving
Level of abstraction of challenges
Approach to challenge resolution
Trial and error (common sense) vs “Lateral
Thinking”
Game progression
Complex problems should not stop the
progression (S)
Tutorials and help (S, not N)
30. Myers-Briggs
Influence on Game Design (T vs F) –
Motivation to play
Encouragement
Rewards and progression
Collectables (aesthetics)
Suggestions and help
Deal with failure (“Game Over”)
Don’t punish (F)
31. Myers-Briggs
Influence on Game Design (J vs P) - Goal-
orientation
Goals and progress
Victory conditions
Open or closed games
Game structure
34. DGD1 Model
Type 1 – Conqueror (T + J)
Needs to “beat” the game in all possible ways
H1 (I)
Beat their own limits
Failure and frustration is positive
C1 (I + S)
Beat the other players
The most hardcore of the casual sector
35. DGD1 Model
Type 1 – Conqueror (T + J)
Game characteristics
Fast pace (game progression)
Story is irrelevant (C1) or does not give importance
to characters (H1)
Likes hidden components
Online support/extension
Need voice (often complain)
36. DGD1 Model
Type 2 – Manager (T + P)
Need to understand and explore the game
H2 (I)
Like to explore strategies
Failures are new opportunities to improve the strategy
C2 (I + S)
Likes to build artefacts
Low tolerance to failure
37. DGD1 Model
Type 2 – Manager (T + P)
Game characteristics
Stable progression
Implicit goals, focus on the process
The plot is more important than the characters
Does not need a strong social component
38. DGD1 Model
Type 3 – Wanderer (F + P)
Seeks new experiences
H3 (I + N)
Seeks fantasy
Likes to play with “style”
C3 (E + N)
The game is just pastime, it cannot…
… irritate, tire, “force to think”
Needs progress but without much effort
Share: plays single-player games in pairs
39. DGD1 Model
Type 3 – Wanderer (F + P)
Game characteristics
Slow progression
Progression implies new “toys”
Non-linear structure
Simple controls
Emotional connection with the characters
The game is a means to share experiences
May be to talk about unrelated subjects
40. DGD1 Model
Type 4 – Participant (F + J)
Want to participate in a story or social
interaction
H4 (E + S)
Seek participation in the development of the game and/or
story
Seek involvement with the real world
Favour collaboration
C4 (E + S) ?
Seek social entertainment
Implies the same physical space
Favours group play (with friends)
41. DGD1 Model
Type 4 – Participant (F + J)
Game characteristics
Game progression connected to the story
Emotional connection with the characters
Group interactions
Preferably face to face
47. BrainHex
Daredevil
Pleasure of taking risks
Likelihood of the risk
Consequences
Seek and confront danger
Different from survivor that likes to avoid danger
Preferable activity
Hunting
Invading
52. BrainHex
A player can have more than one strong
class (class and subclass)
Ex: Mastermind / Survivor
A player usually also has some weak
classes (exceptions)
Player avoid the activities involved
Ex: weak seekers hate to have to search
for things
53. The Daedalus Project
The psychology of MMORPG players
Nick Yee
Based on players surveys [2003-2009]
More than 35000 players
http://www.nickyee.com/daedalus
54. Conclusions
Game design should be focused on the
satisfaction of players’ needs
Players have and active role in the creation
of the experience
There are clear differences in the way
people play
Hardcore vs casual
Play styles
55. Conclusions
Different kind of people like different type
of games
Select the audience of your game
Define player profiles to guide the design
and development of the game
Player models support the definition of profiles
Consider more than one profile
Deal carefully with conflicts/synergies