The Level Design Book
BookResources
  • The Level Design Book
  • ✨What is level design
  • Book 1, Process
    • πŸ—ΊοΈHow to make a level
    • 🧠Pre-production
      • Pacing
      • Research
      • Worldbuilding
      • Scope
    • πŸ”«Combat
      • Enemy design
      • Encounter
      • Cover
      • Map balance
    • πŸ› οΈLayout
      • Flow
        • Circulation
        • Verticality
      • Critical path
      • Parti
      • Typology
        • Gates
    • 🏠Blockout
      • Massing
        • Landscape
        • Composition
        • Prospect-refuge
      • Metrics
        • Modular kit design
        • Doom metrics
        • Quake metrics
      • Wayfinding
      • Playtesting
        • Player persona
    • πŸ“œScripting
      • (stub) Navigation
      • Doors
    • β˜€οΈLighting
      • Three point lighting
      • D6 lighting
      • Lighting for darkness
    • 🏑Environment Art
      • Shape and color psychology
      • Texturing
      • Storytelling
      • Optimization
    • 🌈Release
  • Book 2, Culture
    • 🦜Level design as culture
    • History of the level designer
    • Zero player level design
    • (unfinished pages)
      • History of architecture
      • Structural engineering primer
      • History of environment art
      • History of furniture
      • History of encounter design
  • Book 3, Studies
    • πŸ”How to study a level
    • Single player studies
      • Undead Burg (Dark Souls 1)
      • Assassins (Thief 1)
      • (STUB) The Cradle (Thief 3)
      • (STUB) Sapienza (Hitman)
      • (STUB) Silent Cartographer (Halo 1)
    • Multiplayer studies
      • Chill Out (Halo 1)
      • (STUB) de_dust2 (Counter-Strike)
    • Real world studies
      • Disneyland (California, USA)
      • (STUB) Las Vegas (Nevada, USA)
  • Book 4, Learning
    • πŸŽ’Notes for educators
    • Project plans
      • Classic Combat
      • (Unfinished WIP pages)
        • Modern Combat
        • Modern Stealth
        • Exercise: Direct Lighting
        • Exercise: Whiteboard 2D
        • Level Design Portfolio
        • Design Test: Adaptation
        • Exercise: Layout
        • Exercise: Verticality
  • Appendix
    • Tools
      • TrenchBroom
    • Assets & Resources
      • Recommended talks
      • Recommended books
      • Quake resources
        • How to package a Quake map/mod
      • File formats
        • FGD file format
        • MAP file format
        • MDL file format
    • Communities
    • About this book / authors
    • License / copyright
Powered by GitBook
On this page
  • What's a player persona?
  • Play style vs player persona
  • Huizinga's game of politics
  • Bartle's "gamer psychology"
Export as PDF
  1. Book 1, Process
  2. Blockout
  3. Playtesting

Player persona

Different ways of classifying players and their motivations / long-term behavior

PreviousPlaytestingNextScripting

Last updated 3 years ago

What's a player persona?

A player persona is a player's long term pattern of behavior and overall motivation for playing a game.

Classifying players under various personas / categories can help you study players and interpret data.

In reality, players are never just one category. People are a complex combination of all these motivations and more.

Nonetheless, this reductive simplicity can be useful for making design decisions and imagining your audience. Ideally, every level can satisfy every persona.

(TODO: flesh this out a lot more)

Play style vs player persona

Huizinga's game of politics

  • Player

  • Cheater

  • Spoil-Sport

Bartle's "gamer psychology"

The 1996 was one of the earliest attempts to classify video game players. Bartle was studying player behavior in early text-based MMOs called , and sorted all these MUD players into four general categories:

  • achievers want to score the most points, maximize game progress

  • explorers want to discover new places or systems, map-out the game space

  • killers focus on PvP / competitive conflict with other players, sometimes unfairly

  • socializers focus on cooperation with other players, roleplaying and fan culture

(TODO: include 4 quadrant matrix image)

🏠
playtest
Bartle Test of Gamer Psychology
MUDs