Bartle Player Types

Understanding Player Motivations

Mr. John Jennings

Who Was Richard Bartle?

MUD Pioneer

Richard Bartle co-created the first MUD (Multi-User Dungeon) in 1978 and studied player behavior in virtual worlds for decades.

  • Game designer and researcher
  • Observed patterns in how players engage with games
  • Created taxonomy still used today

The Four Player Types

Acting

  • Killers: Acting on Players
  • Achievers: Acting on World

Interacting

  • Socializers: Interacting with Players
  • Explorers: Interacting with World

The Bartle Quadrant

        Players
           |
Killers  │  Socializers
    ─────┼─────
         │
Achievers│  Explorers
         │
       World

Achievers: “Diamonds”

  • Goal: Accumulate points, levels, achievements
  • Motivation: Mastery and progression
  • Behavior: Optimize strategies, min/max builds
  • Enjoy: Clear objectives, measurable progress
  • Frustrated by: Unclear goals, lack of advancement

Game Elements They Love

  • Leaderboards, experience points, unlockables, completion percentages

Achiever Examples

In Games:

  • Completing every quest in an RPG
  • Getting 100% completion in platformers
  • Reaching the highest rank in competitive games
  • Collecting all achievements/trophies

Real World Parallel:

  • Students who focus on grades and GPA
  • Employees driven by promotions and metrics

Explorers: “Spades”

  • Goal: Discover new content, understand systems
  • Motivation: Knowledge and understanding
  • Behavior: Test boundaries, experiment, investigate
  • Enjoy: Hidden secrets, emergent gameplay
  • Frustrated by: Linear experiences, limited options

Game Elements They Love

  • Hidden areas, easter eggs, complex systems, modding tools

Explorer Examples

In Games:

  • Finding secret areas in adventure games
  • Testing game physics and boundaries
  • Understanding complex crafting systems
  • Discovering unintended game behaviors

Real World Parallel:

  • Scientists and researchers
  • People who take apart devices to see how they work

Socializers: “Hearts”

  • Goal: Connect and communicate with others
  • Motivation: Relationships and community
  • Behavior: Chat, collaborate, help others
  • Enjoy: Guilds, teams, shared experiences
  • Frustrated by: Solo-only content, toxic communities

Game Elements They Love

  • Chat systems, guilds, cooperative gameplay, mentoring tools

Socializer Examples

In Games:

  • Leading guilds in MMORPGs
  • Helping new players learn
  • Organizing community events
  • Creating fan communities outside the game

Real World Parallel:

  • Community organizers
  • People who prioritize relationships over achievements

Killers: “Clubs”

  • Goal: Dominate and compete against others
  • Motivation: Power and superiority
  • Behavior: PvP combat, competitive play
  • Enjoy: Ranking systems, tournaments
  • Frustrated by: Pay-to-win, unbalanced gameplay

Game Elements They Love

  • PvP modes, competitive rankings, skill-based matchmaking

Killer Examples

In Games:

  • Dominating in fighting games or shooters
  • Griefing other players (negative expression)
  • Competing in esports tournaments
  • Leading successful raids or battles

Real World Parallel:

  • Competitive athletes
  • People driven by winning and competition

Player Type Distribution

Based on Bartle’s original MUD research:

  • Achievers: ~80%
  • Explorers: ~10%
  • Socializers: ~8%
  • Killers: ~2%

Note: Modern games show different distributions

Important Considerations

Players Are Not Fixed Types

  • People can exhibit multiple types
  • Types can change over time
  • Context matters (different games, moods, life situations)
  • Types can shift within a single session

Important Considerations (cont.)

Cultural and Temporal Factors

  • Original research was on 1990s MUDs
  • Modern games have different demographics
  • Cultural differences affect player motivations
  • Mobile gaming has changed player behaviors

Designing for Different Types

For Achievers

  • Clear progression systems
  • Measurable goals and milestones
  • Achievements and unlockables
  • Optimization opportunities

For Explorers

  • Hidden content and secrets
  • Complex, interconnected systems
  • Tools for experimentation
  • Non-linear exploration

Designing for Different Types (cont.)

For Socializers

  • Communication tools
  • Collaborative gameplay
  • Community features
  • Mentoring systems

For Killers

  • Competitive multiplayer
  • Skill-based challenges
  • Ranking and tournament systems
  • Fair competitive balance

Multi-Type Design

Best Practices

  • Layer systems to appeal to multiple types
  • Optional content for different motivations
  • Avoid forcing single-type gameplay
  • Balance competing needs

Multi-Type Example: World of Warcraft

Achievers

  • Level progression, gear upgrades, achievements

Explorers

  • Vast world to discover, complex talent systems

Socializers

  • Guilds, chat systems, group content

Killers

  • PvP battlegrounds, arena competitions

Modern Extensions

Yee’s Player Motivations (2006)

  • Achievement: Advancement, mechanics, competition
  • Social: Socializing, relationships, teamwork
  • Immersion: Discovery, role-playing, customization, escapism

Quantic Foundry’s Model (2015)

  • 12 motivations across 6 factors
  • More nuanced and data-driven approach

Limitations of Bartle Types

  • Oversimplification of complex motivations
  • Binary thinking (you’re one type or another)
  • Context-dependent behavior not well captured
  • Cultural bias toward Western, male gamers
  • Temporal limitations (based on 1990s data)

Beyond Bartle: Modern Understanding

What We Know Now

  • Player motivations are multifaceted
  • Situational factors heavily influence behavior
  • Demographics matter (age, culture, experience)
  • Game genre affects player expression
  • Social context shapes motivations

Practical Application

Using Player Types in Design

  1. Identify your target audience
  2. Understand their primary motivations
  3. Design systems that support those motivations
  4. Test with real players to validate assumptions
  5. Iterate based on observed behavior

Exercise: Player Type Analysis

Self-Reflection

  1. Think about your own gaming preferences
  2. Identify which type(s) you most align with
  3. Consider how your preferences change in different games
  4. Analyze a favorite game: how does it appeal to different types?

Key Takeaways

  • Bartle types provide useful framework for understanding motivations
  • Players are complex and may exhibit multiple types
  • Context matters more than fixed personality
  • Design for multiple types to broaden appeal
  • Modern research offers more nuanced understanding
  • Observe actual behavior rather than relying on assumptions

Next: Game design patterns and tools