Killers, Explorers and Achievers: The Psychology behind great video games
In the world of video game design, understanding what makes players tick is the difference between a game that’s merely playable and one that’s unforgettable. Behind every great game lies a blend of psychology and design, drawing from models that delve into human motivation, engagement, and satisfaction. Here, we explore three pivotal frameworks—Bartle’s Player Types, Self-Determination Theory, and the MDA Framework—each offering unique insights into player psychology and how they can shape unforgettable gaming experiences.
Bartle's Taxonomy of Player Types: Embracing Player Diversity
Model Breakdown: Bartle’s Taxonomy, created by Richard Bartle in the late nineties, divides players into four core types: Achievers, Explorers, Socializers, and Killers. Each type represents a different motivation, guiding designers on how to craft diverse gameplay elements that appeal to varying player preferences. This model is especially popular in online and multiplayer games where social dynamics play a crucial role.
Achievers – Players who thrive on completing tasks, earning rewards, and leveling up. They love structure, goals, and progression.
Example: World of Warcraft (WoW). WoW is a paradise for Achievers, with endless quests, achievements, and level-ups. Players are constantly rewarded for their progress, pushing them to conquer new goals and earn in-game recognition.
Explorers – Players motivated by discovery, curiosity, and immersion. They enjoy uncovering hidden secrets and understanding the game world deeply.
Example: The Legend of Zelda: Breath of the Wild. This game is perfect for Explorers, offering an expansive world filled with mysteries, puzzles, and environmental storytelling that rewards curiosity and attention to detail.
Socializers – Players who value interaction, teamwork, and relationships with other players. They play for the experience of bonding with others.
Example: Animal Crossing: New Horizons. Socializers thrive in the community-driven environment of Animal Crossing, where they can visit each other’s islands, trade items, and build social connections.
Killers – Players who enjoy competition, dominance, and asserting their skill over others. Killers thrive in PvP (Player vs. Player) environments.
Example: Fortnite. With its battle royale format, Fortnite provides an arena where Killers can compete against others, eliminating opponents until only one player or team remains.
Why It Works: Bartle’s taxonomy helps designers segment and cater to different player types, making games more inclusive and engaging. By offering a mix of achievement, exploration, socialization, and competition, games can attract a broader audience and keep players invested.
Self-Determination Theory (SDT): Building Intrinsic Motivation
Model Breakdown: Self-Determination Theory, originally developed by psychologists Edward Deci and Richard Ryan, is centered around three intrinsic needs: Autonomy, Competence, and Relatedness. When games satisfy these needs, they foster motivation that comes from within, making players feel genuinely connected to the experience.
Autonomy – The need for personal control and freedom in making choices.
Example: Minecraft. Players in Minecraft can craft, build, and explore their worlds however they please, providing a strong sense of autonomy. There’s no strict mission structure, and the open-ended gameplay encourages creativity and self-direction.
Competence – The need to feel skilled, capable, and challenged.
Example: Dark Souls. Dark Souls has gained a reputation for its unforgiving difficulty, where players are rewarded for improving their skills and mastering challenges. This sense of progression satisfies the need for competence, making victories feel earned and deeply satisfying.
Relatedness – The need to connect and bond with others.
Example: Among Us. This social deduction game brings people together in a unique way, requiring players to work together (or deceive each other) to complete tasks or eliminate imposters. The game builds strong relatedness as players communicate, strategize, and bond over shared experiences.
Why It Works: SDT gives designers a clear structure for creating games that satisfy players’ deeper needs, making experiences more emotionally resonant. Games that meet these needs have higher player retention and loyalty because they create satisfaction beyond surface-level rewards.
The MDA Framework: Designing Emotional Experiences
Model Breakdown: The MDA (Mechanics, Dynamics, Aesthetics) Framework, created by Robin Hunicke, Marc LeBlanc, and Robert Zubek, is less about player psychology and more about structuring the game design process. However, it deeply affects player experience by ensuring each layer of the game works cohesively. MDA breaks down games into three layers:
Mechanics – The rules and systems that define how the game operates.
Dynamics – The interaction of these mechanics as players engage with them.
Aesthetics – The emotional experience that results from gameplay.
The MDA framework emphasizes that aesthetics (the experience) should guide mechanics and dynamics, not the other way around. It encourages designers to think about how specific game elements contribute to desired emotional responses.
Example Games:
Mechanics-Driven – Tetris. Tetris is pure mechanics, with simple yet engaging rules. Its dynamic interactions keep players in a state of flow, creating a uniquely satisfying and challenging experience. The simplicity allows players to reach a “flow” state, where the game becomes hypnotic and endlessly replayable.
Dynamic-Driven – The Sims. The dynamics in The Sims are a result of the game’s life-simulation mechanics. Players’ actions generate unpredictable social situations, making every playthrough unique. The emergent dynamics, where players create stories and relationships, deliver a unique aesthetic of everyday life.
Aesthetic-Driven – Journey. Journey is designed primarily around creating a beautiful and emotional experience. The minimalist mechanics and soft dynamics all serve the aesthetic goal of awe, solitude, and companionship, making it feel like an art piece in motion.
Why It Works: MDA provides a structured approach to game design, allowing designers to work backward from the desired player experience. By prioritizing how they want players to feel, designers can ensure each element of the game contributes toward this goal, resulting in a more cohesive and impactful experience.
Choosing the Right Model for Your Game
While each model offers something unique, the choice of model depends on the type of game you’re designing and the player experience you want to create. Bartle’s Taxonomy is invaluable for games with social and multiplayer elements, where catering to diverse motivations is key. Self-Determination Theory is ideal for games focused on motivation and emotional engagement, helping create meaningful experiences that resonate. MDA is a powerful tool for game designers looking to shape gameplay around emotional responses, making it perfect for story-driven or aesthetic-heavy games.
Together, these models provide a toolkit for crafting games that are not only fun but deeply engaging on a psychological level. By understanding these different theories, game designers can ensure they’re building experiences that captivate, challenge, and connect with players in ways that are as rewarding as they are memorable.