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解析游戏玩家动机的四种类型

发布时间:2011-06-18 17:00:53 Tags:,,,,,

作者:Jon

在我刚出版的新书《Game On》中,我对一些游戏的玩家动机做出了分类。而这些分类将能帮助不同游戏制定出更好的推广策略,以满足不同类型玩家的需求:

我根据Richard Bartle的观点归纳了四种不同玩家动机分类。Bartle曾经把玩家动机划分为“探险者”,“社交者”,“杀戮者”和“成就者”。随后他还将这四个分类扩展成8个类型。Nick Yee也曾基于对大型多人在线角色扮演游戏的研究,总结了对玩家动机的看法,将3大类玩家动机细分为10个子类。

我作此分类的目的是为大众提供一种全新的玩家动机模式,简化Bartle最初的构想,并让其适用于所有游戏,而不只是多人模式游戏或者大型多人在线角色扮演游戏。除此之外,我也将试着解释Yee关于玩家动机分析中的一些批判性问题。

玩家动机的四个类型(from radoff.com)

玩家动机的四个类型(from radoff.com)

在我的分类中,我用了两条坐标轴定义玩家所处的环境。水平轴是定义每一个不同游戏设置中所要求的玩家数量:越往左就表示你更偏向单人游戏玩家,反之,越往右则越有可能是多人模式游戏玩家。纵轴则表示玩家对“赢得”游戏所侧重的方面:如果你处于上面的位置,那么说明你深受“数量”刺激(即排行榜或者积分机制等较为吸引你),而如果你的位置位于下方,那么说明你更重视“质量”奖励(即情感回报等更吸引你)。

以下是对这四个象限的具体分析:

沉浸感:故事情节,角色扮演,探险,想象以及与游戏世界在某种意义上的关联性。

成就感:在游戏上取得一定的进步,并精通游戏技巧和相关知识等。

协作性:玩家加入游戏,通过各自的创造性推动他们之间的相互协作,共度险境等。

竞争性:玩家加入游戏,在资源匮乏,相互比较,相互竞争的环境下进行游戏。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

Game Player Motivations

by Jon

I included a simple way to break down the major categories of motivation for any game in my recent book, Game On. This can help you think about the different things that motivate players in almost any game:

My goal with the four quadrants of player motivation draw upon prior work by Richard Bartle. Bartle broke player motivations down into explorers, socializers, killers and achievers. Subsequently, he expanded this into eight categories. Nick Yee also developed his own version of player motivations, based on his MMORPG research, identifying three major categories that split into ten subcategories of motivation.

My goal is to provide everyone with a new model of player motivations that have the simplicity of Bartle’s original formulation, yet which can apply to nearly any game that exists–not simply MUDs or MMORPGs. Furthermore, I’ve attempted to address some of Yee’s criticisms based on his quantitative analysis of player motivations.

In my formulation, there are two axes that define the environment the player is in: the horizontal axis is the number of players involved in an element of gameplay. The further to the left you go, the closer to a single player; the more to the right, the more players (such as is experienced in massively multiplayer games or social games). The vertical axis is the measurement used to communicate to the player whether they’re ‘winning’ in the category of motivation: as you go upwards, things go from very quantitative (leaderboards, points, etc.) to more qualitative rewards (emotions, stories, etc.)

According to these axes, the four quadrants are:

Immersion: stories, roleplaying, exploration, imagination, and a sense of connectedness to the world of the game.

Achievement: sense of progress, mastery of skills and knowledge, etc.

Cooperation: player involvement in activities where they are helping each other, through creativity, shared adversity, etc.

Competition: player involvement where individuals complete over scarce resources, comparison, and win/loss situations.(source:radoff


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