MUD Taxonomy

For builders to discuss and ask building questions.
Post Reply
User avatar
Harroghty
Staff
Staff
Posts: 9695
Joined: Tue Jul 27, 2004 5:38 pm

MUD Taxonomy

Post by Harroghty » Sun Aug 18, 2013 5:40 pm

I read this article very few years and then forget about it, but I wanted to post it here for builders' consideration. Bartle wrote this paper (HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS) some time ago, but it's still useful for considering your aims with an area and how to cater to the various interests of various types of players.
Do your quests satisfy only achievers in that they provide a desired result after some work? (e.g. collect x amount of whatever ears)

Do they also satisfy explorers by spreading goal out over a complex and diverse environment? (e.g. the ears are found in only certain spots of a large area)

Do they also satisfy socializers by adding some opportunity (or requirement) to interact with NPCs and other PCs? (e.g. the quest requires multiple classes of PC or a long talk with Link, the retired elf fighter who lives in your area)

Do they satisfy killers by culminating or including some great battle or maybe equip the PC for future battles? (e.g. the victorious quester finds a +18 sword or must battle the fearsome shoggoth in order to escape with his or her bag of ears)
Your area does not have to satisfy all four categories but, to be most effective, you should have at least one category of player in mind when you make your area. Consider your audience and maybe solicit input from members of that audience as you work in order to fine tune its value to that group of people.

I hope that this is useful!
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
Post Reply