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Original post by Risujin Quote:Interesting read, and you could even extend the reasoning beyond MUDs. I think the author does generalize way too much however. Reminds me of horoscopes. [wink]
Lots of stuff already written on this. A good place to start would be here.
Actually, the paper is extended from single player.
If you look at the four quadrants on one side you have World, and the other you have players. In a single player game you would not be dealing with other players. So the Motivations are pinned to the World Side (Explorer/Achiever).
Generalized?? Nah I think it is too specialized. He's only talking about 2 dimensions (World-PLayer / Action-Interaction). There is undoubtedly a huge number of dimensions when dealing with player motivation.
Now there are lots of intersting things in the paper, mostly opinions and conjectures that you can take or leave.
However, the thing I think is the MOST intersting is the idea of controlling player motivation through system design. I think there is something really powerfull there. And if you look as some game titles, look at thier systems, and then look at thier player bases, you'll see it working.
EDIT: And like I said in when I originaly linked to the paper; its a good place to start. Get on Google scholar and look for papers that cite that paper, and you can see were people argue for or against some of the ideas, or extend upon them etc.. also maybe check out GameStudies.org. I think they might have published a few papers on player motivation.
The Ideas in the paper are actually fairly excepted. It is surprising that alot of times when filling out questionaires for various Game Beta Testing that they will ask: Which one are you? (Explorer/Achiever/Killer/Socializer).
I think I've seen that question on about 20+ Beta application forms.