MBTI and MMO Gaming

So am I the only one who stumbled on this and got a sudden urge to play Minecraft? Underground subterranean farm with sunlight, it's all here!

A perfect storm of stuff got me thinking along these lines lately:

Some folks in the blogosphere have been commenting about the difference between feelings of “fun” and feelings of “accomplishment.”

It seems one subset of people are searching for a game that gives them that accomplishment (or hard fun or whatever you want to call it) feeling, where it’s okay to “work” or put in a hefty amount of effort overcoming an obstacle so that you can feel this sense of satisfaction or triumph at the end when you achieve the final rewards. It’s okay if through parts of this process, they have to endure occasional not-fun stuff or frustration or grind as long as they reach their desired reward in the end.

“It’s character-building,” they claim.

Still others are looking for more immediate fun (or easy fun or what-have-you) where the moment-to-moment stop-and-smell-the-roses stuff is fun and enjoyable and relaxing and either easy to coast along or seeking that one true moment of perfect meditative flow. Not-fun or frustrating stuff wrecks this right in its tracks and yanks people out into gripe city.

“Whiners who need to L2P,” say the other subset. “Or learn some commitment. Pandering to these guys is what ruined MMOs. I miss the good old days.”

Let us disregard the obvious – that game designers will aim to put both types of gameplay into their game so as to suit the greatest number of people. (The first is more suited for long-term content and the latter short-term experiences, so they are relatively complementary and not always necessarily at odds with each other.)

Let us also disregard that people may not only be one subset or the other – they might enjoy both kinds of gameplay at different times.

Is there some kind of explanation or analysis that can help to explain why certain people prefer certain kinds of gaming styles?

Immediately, the Myers-Briggs Type Indicator (MBTI) comes to mind as a helpful tool.

Of course it is over-simplification to classify all the varied people in the world into merely 16 personality types, but as these things go, the MBTI is pretty accurate and useful in being able to discern the preferences of groups of people.

Do bear in mind, no one preference is “better” than another, they’re just different. The main goal of the MBTI, as I see it, is more to allow people to understand that folks around them can have very different, but equally valid, preferences.

It’s beyond the scope of this post to cover the MBTI in detail. If you want one of those quick quizes that will approximate your MBTI, you can try out the Humanmetrics one here.

If you want to just read all the options and pick the one that best fits you, the Personality Pathways page explains what all those funky I, E, S, N, T, F, J, P letters mean.

Doing the Humanmetrics one for myself, I score this result:

INTP
Introvert(100%)  iNtuitive(50%)  iNtuitive  Thinking(62%)  Perceiving(44)%
  • You have strong preference of Introversion over Extraversion (100%)
  • You have moderate preference of Intuition over Sensing (50%)
  • You have distinctive preference of Thinking over Feeling (62%)
  • You have moderate preference of Perceiving over Judging (44%)

Typelogic explains the INTP personality in a lot more detail. I’m heartily amused by their turn of phrase, “A major concern for INTPs is the haunting sense of impending failure.” I’m sure regular readers of this blog are quite aware that I can sit around a lot obsessing about being seen as incompetent.

We’re “pensive, analytical folks,” “relatively easy-going and amenable to almost anything until their principles are violated”, but “prefer to return, however, to a reserved albeit benign ambiance, not wishing to make spectacles of themselves.”

That’s pretty much me to a T.

“So what does this have to do with gaming? “INTPs thrive on systems. Understanding, exploring, mastering, and manipulating systems can overtake the INTP’s conscious thought.”

Like I mentioned before, I play all this shit in my sidebar to grok things out. I may find one or two games that seem worthwhile to play around in for the long-term, but you bet I am dabbling with lots of other games on the side as well. I need my novelty fix or I will go crazy. I’ve learned not to expect that one single game will ever sate me entirely, so I game-hop tons, but keep one or two primary games to focus on. (It’s perhaps telling that I have to quantify and say two games, I don’t think I can ever just focus on one, period.)

INTPs are, however, not a big part of the population. Various sources peg us at about 1-3% representation, which makes us fairly un-average. We easily baffle other people who don’t share our same preferences. We’re quite easily misunderstood. The only thing we really have going for us is people stop and blink when we make one of our insightful or creative comments from time to time. :)

We can’t help ourselves though. We can’t help but wonder about stuff.

Like, has anyone else thought about the MBTI in relation to gaming? Or MBTI and MMOs specifically?

Google to the rescue. Sometime back in 2008, a guy made a blog post about it and made a few predictions for where you might find the various types. I think he’s a little off, and making guesses that veer toward horoscope-y, but at least he’s thought about it some.

What we really need though, is data. (Or so says the Thinking preference in me.)

In 2004, at the MUD Developers Conference, Kevin Saunders wrote a paper titled Applying Myers-Briggs Type Indicators (MBTI®) to Massively Multiplayer Online Game (MMOG) Design (I can’t seem to link the Quick View version – please google “MBTI and gaming” to get the link if you can’t FTP.)

One of the most interesting discoveries he made was that compared to the general population, we see a much stronger representation of introverts, intuitives, and/or feelers online. He goes on to surmise what kinds of game features would best appeal to this potential customer base. (This was way back in 2004 though, it’ll be interesting to see if populations have shifted any, what with WoW bringing in more mainstream game players.)

For example, introverts recover energy by spending time alone. Speaking for myself, I score extremely highly on the introversion scale, I’d be an 11 on a scale of 10 if they had one. I -need- solo time to myself. I find it very relaxing, especially if I’ve had to face people all day in real life while at work. The last thing I want to do is spend all of my game time feeling forced to socialize with others.

Add on irregular gaming hours and I become quite leery of committing myself anywhere.  Add on a preference for Perceiving, ie. unstructured activities, not being chained to a schedule, going with the flow and a Thinking preference that leaves me more interested in objective facts than what other people think and consensus-building (aka no drama, kthxbai) and I’m not your regular guild attendee. I’m quite thankful Guild Wars 2 allows multiple guilds and that a solo personal guild is quite viable if you’re patient and don’t mind spending some gold from time to time.

I’m not all people though. I suspect those with a Feeling preference would be much more inclined to seek out other people and socialize, introvert or not. And hey, Feelers are apparently the majority online, so there’s lots of potential guild members right there.

Extraverts would probably go crazy or get utterly bored of the game if they had to be by themselves for a while, so guilds and being able to party with whoever and whenever they wish is a game feature right up their alley.

I’ve no real idea how Sensing/Intuition relates to MMO gaming as yet, except maybe Sensers might need more guided step-by-step instructions and tutorials, while Intuitives may be more comfortable just feeling their way through and figuring out new concepts? That’s just a wild guess, though.

The Judging preference might be more telling. I’m guessing that Judgers really like a sense of structure to their gaming. They need to be able to make plans, to see the next goal ahead of them, and are probably the most likely to enjoy making lots of to-do lists and checking them off. They probably make good hardcore raider types. Scheduled activities, regular repetition, sense of progression, and what-have-you. Discipline is their watchword. I wonder if these are the folks that tend to seek that refined sense of accomplishment over just simple ordinary everyday fun?

If you ask me, Guild Wars 2 does a fantastic job catering to all types of preferences. There’s stuff for soloers, stuff for groups, most of it optional or do it at your own pace. You can run through the world going from heart to heart, POI to waypoint like a laundry list of things to get done to accomplish 100% world completion and get a shiny gold star, or you can wander around aimlessly to check out the hill over yonder, ignoring anything that doesn’t interest you (Bhagpuss is the epitome of this style of play, eh?)

You can play WvW or sPvP or dungeons in a hardcore fashion, with schedules, guild organization, alarm clocks, practice sessions and more, for high stakes. Or you can dabble in the same activities in a more leisurely, PUG or hotjoin manner at a lower level of intensity – just accept you’ll be steamrolled by those playing at a higher intensity level. The cost of high intensity is faster burnout, so it all balances out in the end.

Perhaps the only thing that the panacea of Guild Wars 2 hasn’t solved yet is how to help different gaming preferences find like souls.

I did some jumping with a 25% speed thief and somehow squeezed past some geometry into this little private section of Sparkfly Fen. This little illicit thrill of breaking the boundaries exploring and being in a place few ever get to gives me a helluva lot more ‘hee-hee’ laughs and satisfaction than, for example, out-playing someone and getting to do a finishing move on them.

I’m a lot less dedicated than these guys to the art or sport of walljumping, but it’s nice knowing a few like-minded souls are out there. (I learned just by watching someone a little secret climbing spot in the Lunatic Inquisition map, fer example, though it got fixed and blocked later on.)

Maybe some day, an MMO will figure out how to help players with similar preferences and playstyles find each other. Timezones, alas, do not help. (More than once, I’ve seen an NA guild or two that looks it might match me, but yeaaaah… 12 hours difference is hard to work around.)

Until then, I guess we just have to play our MMOs and enjoy them our way, while recognizing they’re populated with a whole host of people with varying preferences and priorities.

PC: Cook, Serve, Delicious!

Despite the ingredients falling down from the title screen, I have not yet attempted making a burger in this game...

Who’s up for round 2 of cheesy casual games celebration?

I have a weakness for cooking games. Call it a fascination with food porn (I love watching the Food Network and browsing random food blogs like Food52, Serious Eats or Chowhound) married with the love of a good meal and the conviction that one should know how to cook good food or be hopelessly stranded at the whims of someone else’s kitchen controlling fancy. I’m always deeply amused by how accurately (or not) various games simulate the cooking process.

(Don’t get me started on GW2′s cooking craft profession. It’s evident someone who knows how to cook had a hand in designing which things went in each recipe, and the food/ingredient nesting has blown my mind and my alt’s inventory. I’ve yet to cross 75 in cooking still. I don’t dare to, until my other alts have eaten away some of the products.)

Toss in a good mix of frenetic arcade fun and multitasking juggling, and cooking games are perfect for bite-sized portions of gaming. (Pun very much intended.)

Cheesy as they are, I’ve played games like Cooking Mama on the Nintendo DS, amused by the use of the stylus and blowing feature to simulate various kitchen activities, as well as Burger Island, a more repetitive arcade game of arranging ingredients as quickly as possible. I’ve played stuff like Restaurant Empire and Diner Dash, which are more games to do with restaurant seating and arrangement of customers than cooking. And countless cooking-based Flash games whose names are now lost to bad memory but have themes like sushi, pizza and so on.

Typically, most cooking games let you click on various ingredients to arrange them according to a recipe or a picture, potentially processing them through some simulated cooking technique involving keypresses or mouse clicks, before serving to a customer. Repeat as fast as possible to make money. Spanners are thrown in the works when different foods require different prep times, various customers have different patience levels and so on.

Well, Cook, Serve, Delicious! from Vertigo Gaming is a cooking game on steroids.

It’s based on two free games from the same developers, Ore no Ryomi 1 & 2, but appears to have a lot better visuals and polish. (Call me picky, but I don’t enjoy my games with stomach-churning ugly images out of the EGA era. Give me stuff that looks decently pretty, or give me plain text and ASCII, not pixelated non-art.)

I especially appreciate the control scheme, which primarily makes use of the keyboard. (There is a mouse control option but honestly, and MMO players should know this, keyboard shortcuts > mouse clicking in general.)

This enables Cook, Serve, Delicious to venture into a deeper complexity than most cooking games dare to go, and have it start emulating typing games, or even, the complex keypress patterns / muscle memory of Starcraft build orders. The developers call this ‘hardcore.’

Me, I’m not sure I’ll go that far, but I’d compare it quite favorably to something on the same level as Plants vs Zombies.

Both  games look cute and casual and have relatively pleasing cartoony art. They’re easy enough to get into and play. But there’s also enough here to keep adults occupied for a decent amount of gameplay time.

For example, here’s one of the simplest foods, a corn dog. The keypress pattern is 1-5 for the customer, then K and/or M for ketchup or mustard, depending on the order below (speed reading is important here). Then Enter to serve.

Not too difficult. Customers stop being interested in it by the time you hit 2 star restaurant level, so you’ll have to graduate from it eventually to something more complicated…

How about the salad? In this case, V, C, O, B and M, before Enter. Customers order an extremely varied amount of toppings for this dish – just greens and carrots, ranch and cheese, thousand island and the works, etc. One is kept on one’s toes.

I’m tickled by lasagna, which simulates building the layers very well. The simplest lasagna involves typing P S C R three times, hearing each layer thud down with a meaty slap with each keypress, before hitting Enter to cook (a wait time) before serving. More tricky lasagna like the above involves incorporating meat into two layers, so it is P S M C R, P S M C R, and finally P S C R for the last layer.

Different foods are prepared in different ways. Steak and chicken involve keeping in mind the number of keypresses you just made as it doesn’t show you how many times you’ve added the seasoning.  Soup is an extreme pain, with two pages of ingredients – with keys not exactly tying too well to the ingredient name – and chopping involved.

There’s a decent selection of food (to be prepared and cooked in various ways) that can be bought and upgraded, and a little strategy section involving ‘restaurant management’ before each arcade game day. One can pick various foods to be used in the active menu for the day. This affects the amount of “Buzz” your restaurant has, and the number of customers visiting per day.

Quite a complex selection of factors affect buzz, from the weather, the time of day and the foods you’ve picked that suit the various times. Liquor creates negative buzz (as you’re ostensibly in an office tower. It’s amusing to see how many pop in for a 10am pint of beer) but is profitable and quick to prepare.

Food can be healthy and create a positive health-food buzz, or conversely be full of fat and create negative fatty food buzz. Ironically, the deep fry foods are among the quickest and easiest items to prepare.

On some days, you may want quick and easy items to prepare, in order to deal with sanitation inspectors who pop in for spot checks and make sure you deal with chores like washing dishes, taking out the trash and yes, flushing/cleaning toilets (for customers evidently too lazy to do it themselves.) Or to make it easy on yourself when you want to win bets from some guy who offers you challenges via email.

If there’s one criticism I have about this game, it’s that progression seems a little slow. Moving up to a one star restaurant involves completing 20 days, among other challenges. I was done with all of the rest by day 13 or 14, and had to plod patiently through seven more days.

I feel like I’ve barely scratched the surface of this game though. Around half of the more complicated food has yet to be unlocked, three quarters are still not upgraded. There seem to be a few more extra events later on, such as catering events and possibly some manner of iron chef tournament.

It’s currently selling for $8.95 on the developers’ website, and is also available on Desura and Gamersgate. It’s sitting in Steam Greenlight at the moment, and is one of the few games I’ve bothered to log in and upvote.

If you ask me, it’s a mite overpriced for 9 bucks – thanks to Steam spoiling me, I’m a firm believer in casual games being priced at $2-$5 – but I was able to convince myself to pick it up as part of Vertigo Gaming’s $15 bundle for six games – including CSD and Oil Blue.

I’m quite happy to pay roughly $3.50 for those two games, and $2 for the other games in that bundle to try them out. At that price, it’s a steal.

Try it yourself, there’s a downloadable demo which sold me on its merits.

GW2: What Would You Keep Doing Without a Reward?

This chest didn't actually open. I was a little sad. But mitigated by the thrill of stumbling across the sekrit underwater cave to begin with.

I was meaning to get around to this post sooner, rather than later, but the sudden news bulletin of City of Heroes closing down pushed back the schedule even further. It also means I’ve completely lost track of the posts in the blogosphere that circled around this topic, and can’t find them again, so no links for you. :(

The basic question was:

What would you keep doing in an MMO, even if you were not being rewarded for it?

Most of the time, the conclusion implied was that one would pretty much do nothing that wasn’t rewarded, players being such min-max optimizers, after all.

What I want to point out is a fundamental assumption in the term, “reward.”

There are extrinsic rewards, such as xp, levels, a piece of gear that improves your character’s stats or appearance, gold, an Achievement, a title, a score increment, a chest you open that provides some or all of the above.

And there are intrinsic rewards, that mostly fall under the umbrella of “fun,” with the caveat that what constitutes this differs from player to player. It could be the pride in being first at something, the egoistic thrill of being able to show off something others don’t have, the pleasure of self-improvement, the satisfaction of progress on a goal or a checkmark of completion on a to-do list, the joy of receiving a gift (unexpected or otherwise), the excitement of confronting a challenge, the triumph of beating said extremely difficult challenge, the delight of learning something one didn’t know before, and perhaps even of mastery, the happiness of being in moment-to-moment flow, the wonder and awe of seeing a beautiful landscape, unsoweiter.

The truth is, one would be a very foolish, masochistic player to keep at any game if one were deriving more frustration and unhappiness out of it than enjoyment. So in that sense, nothing we do in an MMO is ultimately delinked to any form of reward.

The real questions are, in which order should the rewards be coming, at what frequency, and how does that shape player goals and behavior in turn?

The typical MMO generally makes you put up with mild to severe unhappiness as you “work” towards an end-goal that promises, or at least, affords you the hope that you will (eventually) get an extrinsic reward shiny, that will then feed intrinsic feelings of fun. If you’re lucky, you still enjoy the process so that mild to severe unhappiness isn’t present and things are still okay. But at the rate of repetition that is usually required, familiarity leads to contempt or boredom more often than not, and before you know it, there is the obligatory “grind” to get to the “good stuff.”

Thing is, chasing an extrinsic thing first for the intrinsic feeling later is dangerous. Taken to extremes, it’s like a drug. You end up chasing something for the buzz at the end, and somehow, that buzz ends up so momentary that shortly after, you’re in desperate pursuit again.

Given the propensity of humans to fool themselves into thinking situational normal, even when they’re not, one may end up chasing a reward that never comes, yet feeling more and more miserable in the meantime.

Now Guild Wars 2 isn’t completely revolutionary. It doesn’t remove the above. It’s probably unwise to, since players are used to the formula and many do need external reasons to keep playing and maintaining critical mass of playerbase is always important to a game.

But Guild Wars 2 is also quite sneaky. They’ve added on to the model by including the other order rewards can come, and mixing it up with a helping of variety and choices.

You’re moving along on your path towards a heart, a crafting node, a personal story waypoint – something explicit and linked to an extrinsic reward. Then you stumble across something unexpected. A hole in the side of a cliff that you’ve never seen before. Curiosity and novelty pop up, do you go in? Maybe you do, to feed that intrinsic urge, and before you know it, you’re on a mini-adventure complete with traps and enemies and argh-inducing jumping puzzles, and at the end, you’re pleasantly surprised to see a ‘boss’ mob with a chest containing an extrinsic reward.

You didn’t know it was there when you first started, but it is now an additional happy bonus. And it reinforces (aka rewards) that style of play, because you are now assured that there very well may be something tasty to find at the end of the rainbow that caught your eye.

Or you stumble across a dynamic event. Decision point time. Do you follow it, or continue on your initial path? Though both will ultimately yield extrinsic rewards at the end, that choice might be different from person to person. If the DE is still new and novel, or if one wants karma as a reward, or if one wants to see people, you’d take off in that direction, but if the other stuff is more pressing, then you’d continue on your way.

The jury is still out on whether the bulk of players will eventually grow bored with the same DEs they’ve seen, or avoid them due to difficulty level not being commensurate with rewards (Nageling giant, anybody?)  or whether a sufficient critical mass of players will show up just because it’s there and waypointed on the map so may as well try one’s luck to get some karma, but if you think ArenaNet isn’t aware of this, you may be kidding yourself. Their proposed solution is to change up the dynamic events, so that the new novelty factor may indeed skew more players’ decisions towards heading there.

The other question running in everyone’s minds is whether there will be enough players in the zone to even see the new DE. Well, time will tell on that front, but there are a few things that may help this. If a player chooses to remain on a single level 80 main, he still may have to level up his crafting, gather things to sell, maybe visit all the hidden chests scattered around the zones that will be eventually marked out on a wiki daily for loot or even just grow bored with the highest level zone and go wandering.

Alternatively, he’ll be in WvWvW or doing explorable dungeons, and possibly out of the equation altogether, which doesn’t bode well for the lowbie zones… except, for the presence of altholics. There are what, 8 professions and 5 races (and not enough character slots on purpose.) If you think a sizeable number of people won’t be rerolling alts to try out different playstyles, well, you’re a far more focused, faithful one-character player than I.

And guilds are account-based. Alts will be part of the same guild. What’s to stop a player from opening his mouth and going,” OMG, there’s a new something-or-other that popped up in (insert lowbie zone) here. We need help!” Now how many high levels will bother to respond, I don’t know, but between boredom, curiosity, guild relationships and helpfulness, plus the assurance that downleveling will still give valuable rewards, perhaps enough.

The one thing I’m not terribly fond of at this point is that though a player can join multiple guilds, he can only see the guild chat of one at a time. I have to say, it quite defeats the purpose of multiple guilds, which is to give one more connection points to more people and stuff going on in the world. I would have much preferred ArenaNet to limit guild joining to one-world specific (to avoid the complaints of spies in WvW) and allow for players to listen in on all guild chats at once.

A Tale in the Desert’s multiple guild feature worked that way. City of Heroes’ global chat channels worked that way. The basic point is to have multiple chat tabs linked to various groups of people for some specific purpose or other. If I can’t hear what those other folks are doing in-game, then I may as well just join multiple guilds’ ventrilo servers or something, except that would be way too much effort to bother for a loner like me. I do hope they take some time to iterate on this once the launch frenzy slows down a bit, because it’s a flawed feature otherwise and could stand a lot more polishing.

Back to rewards, since I’ve sidetrekked. What would you keep doing in an MMO, even if you were not being rewarded for it?

Here’s my personal answer.

Bear in mind, that of course I’m being rewarded, by intrinsic rewards, rather than motivated by a search for tangible extrinsic ones (which is usually what is meant by the term.)

Without the lure of crafting material drops, I would most likely not be genociding vast swathes of wildlife as I’m doing currently (I need 15 vials of thin blood for a rare, dammit, *kicks the trading post*)

But I would be going up and down and into stuff that catches my eye and spending hours trying to figure out how to jump from one pillar to another, simply because the mountain and the broken ruins are THERE.

View from atop some really high ruined stairs staring towards the Breached Wall

Drawn on by the lure of cliff bats that something may very well be up there, I lost a couple of hours to figuring this out, which eventually turned out to be the Crimson Plateau jumping puzzle.

I would, surprisingly enough, continue to rez players, often in the thick of combat, even if I don’t get xp for it and even if I don’t get any thanks for it. It’s a little odd when you consider that I’ve observed 80-95% of players continuing to shoot at a big mob because either they don’t see the downed player because they’re fixated on the mob, or maybe they’re scrambling to deal as much dps as possible so that they’ll get a gold contribution reward instead of bronze or silver.

But I see the downed player struggling, or the defeated player lying there, and I know they are praying for a Good Samaritan to help them out of the mess they got themselves into. What does it say about your server community if everyone walks on by or ignores someone in need of help? How is that player feeling right now? If you were in their shoes, wouldn’t you want to be helped?

It gives me a warm fuzzy feeling deep inside when I respond promptly, and it’s even thrilling to act as a combat medic and roll towards someone right underneath constant projectile fire above your head and begin reviving. And because I play a Guardian with my fat cat butt covered in heavy armor and a hp tank bulked up by Vitality, I can even take a few hits through the revival process without going down myself.

I would, as long as the dungeon strategies do not turn rote or pigeonhole classes too much in one permanent playstyle, continue to join dungeons as time and whim permitted. I’ve actually joined two AC story mode dungeons way over-leveled and having done it once for the helm already, because I wanted to see how different teams reacted to it.  Because I like the learning process and the randomness of a PUG and figuring out to best work together and facing a challenge that allows me to demonstrate what I’ve learned and continue to seek mastery at it. The moment it becomes, bring the class built this specific way, and not the player, is the day I stop.

And most of all, I would be still in WvWvW as long as they keep the scoreboards on, because it’s a nonstop, unending, always-different-situation thrill. Novelty, achievement, teamwork and server pride all rolled into one.