Survey 366 en qid code answer sortorder assessment_value language scale_id cid qid cqid cfieldname method value scenario gid sid group_name group_order description language randomization_group grelevance The Bartle Test classifies players of multiplayer online games (including MUDs and MMORPGs) into categories based on Bartle's taxonomy of player types. Each player type (Socialiser, Explorer, Achiever and Killer) is defined by the gaming elements which they find most enjoyable.

This test is a rehashed version of the Bartle Test of Gamer Psychology as offered by Matthew Barr. I've also added a tie-breaker at the end just in case one has two equal preferred types. These won't count towards the final result but are used only to decide the preferred style.

At the end of the section, you will be automatically presented with the type of player that you are.

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Results of your player style

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qid parent_qid sid gid type title question preg help other mandatory question_order language scale_id same_default relevance modulename <![CDATA[Qs1]]> <![CDATA[Qs2]]> <![CDATA[Qs3]]> <![CDATA[Qs4]]> <![CDATA[Qs5]]> <![CDATA[Qs6]]> What would you enjoy more:

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<![CDATA[Qs7]]> <![CDATA[Qs8]]> <![CDATA[Qs9]]> <![CDATA[Qs10]]> <![CDATA[Qs11]]> <![CDATA[Qs12]]> <![CDATA[Qs13]]> <![CDATA[Qs14]]> <![CDATA[Qs15]]> <![CDATA[Qs16]]> <![CDATA[Qs17]]> <![CDATA[Qs18]]> <![CDATA[Qs19]]> <![CDATA[Qs20]]> <![CDATA[Qs21]]> <![CDATA[Qs22]]> <![CDATA[Qs23]]> <![CDATA[Qs24]]> <![CDATA[Qs25]]> <![CDATA[Qs26]]> <![CDATA[Qs27]]> <![CDATA[Qs28]]> <![CDATA[Qs29]]> <![CDATA[Qs30]]> <![CDATA[Achiever]]> <![CDATA[PerAchiever]]> <![CDATA[Explorer]]> <![CDATA[PerExplorer]]> <![CDATA[Killer]]> <![CDATA[PerKiller]]> <![CDATA[Socialiser]]> <![CDATA[PerSocialiser]]> <![CDATA[highestPersonCat]]> <![CDATA[descAchiever]]> AchieverAchievers regard points-gathering and rising in levels as their main goal, and all is ultimately subserviant to this. Exploration is necessary only to find new sources of treasure, or improved ways of wringing points from it. Socialising is a relaxing method of discovering what other players know about the business of accumulating points, that their knowledge can be applied to the task of gaining riches. Killing is only necessary to eliminate rivals or people who get in the way, or to gain vast amounts of points (if points are awarded for killing other players).

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<![CDATA[Results]]> Based on the previous test, your preferred player personality seem to be: {highestPersonality}

{whichDescription.question}

You are:

  • Achiever: {PerAchiever}%
  • Explorer: {PerExplorer}%
  • Killer: {PerKiller}%
  • Socialiser: {PerSocialiser}%

 

 
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<![CDATA[AgreePersonality]]> <![CDATA[WhyNot]]> <![CDATA[highestPersonalityA]]> <![CDATA[whichDescription]]> <![CDATA[descExplorer]]> AchieverExplorers delight in having the game expose its internal machinations to them. They try progressively esoteric actions in wild, out-of-the-way places, looking for interesting features (ie. bugs) and figuring out how things work. Scoring points may be necessary to enter some next phase of exploration, but it's tedious, and anyone with half a brain can do it. Killing is quicker, and might be a constructive exercise in its own right, but it causes too much hassle in the long run if the deceased return to seek retribution. Socialising can be informative as a source of new ideas to try out, but most of what people say is irrelevant or old hat. The real fun comes only from discovery, and making the most complete set of maps in existence.

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<![CDATA[descSocialiser]]> SocialiserSocialisers are interested in people, and what they have to say. The game is merely a backdrop, a common ground where things happen to players. Inter-player relationships are important: empathising with people, sympathising, joking, entertaining, listening; even merely observing people play can be rewarding - seeing them grow as individuals, maturing over time. Some exploration may be necessary so as to understand what everyone else is talking about, and points-scoring could be required to gain access to neat communicative spells available only to higher levels (as well as to obtain a certain status in the community). Killing, however, is something only ever to be excused if it's a futile, impulsive act of revenge, perpetrated upon someone who has caused intolerable pain to a dear friend. The only ultimately fulfilling thing is not how to rise levels or kill hapless drips; it's getting to know people, to understand them, and forming beautiful, lasting relationships.

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<![CDATA[descKiller]]> KillerKillers get their kicks from imposing themselves on others. This may be "nice", ie. busybody do-gooding, but few people practice such an approach because the rewards (a warm, cosy inner glow, apparently) aren't very substantial. Much more commonly, people attack other players with a view to killing off their personae (hence the name for this style of play). The more massive the distress caused, the greater the killer's joy at having caused it. Normal points-scoring is usually required so as to become powerful enough to begin causing havoc in earnest, and exploration of a kind is necessary to discover new and ingenious ways to kill people. Even socialising is sometimes worthwhile beyond taunting a recent victim, for example in finding out someone's playing habits, or discussing tactics with fellow killers. They're all just means to an end, though; only in the knowledge that a real person, somewhere, is very upset by what you've just done, yet can themselves do nothing about it, is there any true adrenalin-shooting, juicy fun.

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<![CDATA[NeedATieBreaker]]> <![CDATA[RES1]]> <![CDATA[RES2]]> <![CDATA[RES3]]> <![CDATA[RES4]]> <![CDATA[RES5]]> <![CDATA[RES6]]> What would you enjoy more:

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<![CDATA[highestPersonality]]> <![CDATA[Continent]]> <![CDATA[Age]]> When were you born?

Select the period when you were born.

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<![CDATA[PlayerStyles]]> The 4 player types are: Achievers (points-gathering and rising in levels as their main goal); Explorers (delight in having the game expose its internal machinations to them); Socialisers (interested in people, and the game is merely a backdrop for socialising); and Killers (attacking other players with a view to causing maximum damage).

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<![CDATA[HrsPlay]]> <![CDATA[Gender]]> <![CDATA[displayStyle2]]>
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