Applying Myers-Briggs Type Indicators (MBTI®) to Massively Multiplayer Online Game (MMOG) Design MUD Developers Conference, 2004; Kevin Saunders Massively multiplayer online games (MMOGs) have been thought by some to be operating in a saturated market. A better understanding of the motivations and thought processes of potential customers can provide insight into how to design MMOGs that will best appeal to them. Online users are a subset of potential consumers that are most easily reachable for massively multiplayer online games (MMOGs) in their efforts to expand as an entertainment medium. Myers-Briggs Type Indicators (MBTI) are one of the most established methods of categorizing personality. Three sources of MBTI data collected from online users were compiled and analyzed to identify the dominant MBTI for online users (not necessarily gamers). Some implications of these findings were considered to provide examples of how player personality profiles might be employed in MMOG game design. Hopefully, this limited study will inspire additional efforts in analyzing player psychology and incorporating findings into MMOG design and game design in general. Analyzing Players During the early years of the computer gaming industry, developers paid little attention to who its customers were. Most game concepts were based upon the personal preferences and opinions of the developers. This oversight limited the rate of growth of the gaming industry. In more recent years, some gaming companies have employed demographics to consider our target populations. Most game industry efforts to profile customers and potential customers are limited to the demographics of age, gender, and gaming preference (hardcore versus casual). These parameters are of limited usefulness because they do not directly tell us how to best entertain these players. The more directly any demographic information can be linked to gameplay and other factors, the more readily we can apply it to our design. Applying typical demographics to game design requires developers to rely mostly upon stereotypes and opinions, though considerable research has been conducted to determine what types of games women would like. Relying on stereotypes can be dangerous. For example, it is often noted that women dislike many games because they are too violent or gory (Craig, 1996; Tynes, 1999), but according to some research this is not the case (Graner-Ray, 2002). Studying player personalities and motivations brings us one step closer to the real question: what makes a game fun for a certain type of person? Social interaction has long been recognized as a key element in multi-user dungeons (MUDs) (for example: Curtis, 1992; Reid, 1994). As such, MUD developers have far surpassed developers of other types of games in efforts to analyze their audience. Richard Bartle’s article, “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs” was a break-through study of the motivations of MUD players. Bartle identified four primary types of MUD players (achievers, explorers, socialisers, and killers), analyzed how these types interact with each other, and suggested how various game design decisions would effect each population. Bartle’s work is an excellent analysis of what motivates people to play MUDs. But what are the potential MUD players like? What are they looking for in a game? Many game industry professionals have speculated that massively multiplayer online games have exhausted the available customer base. If we are to expand our market, to whom should we appeal? What types of games should we be making? Online games have a unique advantage over other electronic games in terms of converting non-players into customers. Any consumer who comes across a game online already has the means to play it: a computer and an Internet connection. Additionally, online games can be distributed as shareware or demos at no cost to the consumer, except for download time. This article focuses, therefore, on analyzing online users in general: this population includes the majority of individuals an online game can easily reach. Myers-Briggs Type Indicators: A Brief Overview Myers-Briggs Type Indicators (MBTI) were developed by Isabel Briggs Myers and Katherine Briggs to classify people by personality traits. Based upon the theories of psychologist Carl Jung, MBTI divide people into sixteen personality types using four traits. These traits are: - Energy consciousness (Extroversion versus Introversion) - How people perceive information (Sensing versus iNtuition) - How people form judgments (Thinking versus Feeling) - Life management orientation (Judging versus Perceiving) Myers-Briggs Type Indicators are typically referred to as a four character code with each letter specifying one of the four traits. For example, a person with the personality type ENFP has the traits extroversion, intuition, feeling, and perceiving. MBTI in Online Users Three publicly available sources of MBTI data for online users were employed in this analysis. The first of these was an online database created by Tim Sumrall that collected data from over 400 respondents (http://www.sumrallworks.com/cpad/main.php3). The second is from over 700 members at the online dating site Book Lovers (www.bookloversmm.com). The third source is research by Nicholas Yee that profiles over 200 role-players contacted through online forums. Note that in all cases, respondents voluntarily provided their MBTI data, making the samples less than ideally random. The geographical location of the respondents is unknown, and international variations in MBTI are not well documented. Except for the data from Yee’s research, respondents supplied their own MBTI rating. Yee asked five questions relating to each MBTI trait pair as part of his study, with each question resulting in a value from one through five, inclusively. For this article, these results were averaged for each respondent, with values less than three favoring one parameter and values greater than three the other. Respondents with values equal to three were not used for that trait pair. Using other cut-off points (for example, discarding all respondents with values between 2.5 and 3.5) did not appreciably affect conclusions reached by this article. Figure 1 shows the % of respondents exhibiting each MBTI for each sample source. [Note that only the dominant trait in each trait pair is shown. For example, the percentage of respondents who are extroverts would be (100% - % introverts)]. Figure 1: Dominant MBTI in Online Users (by source) % of Respondents Exhibiting 100% 90% 80% 70% 60% Yee 50% Booklovers 40% Sumrall 30% 20% 10% 0% I N F P MBTI These sources are very different in the type of people they surveyed and the sample sizes also vary considerably. For these reasons, the percentages of each MBTI type were calculated for each source and then averaged with each source carrying equal weight. The preferences for each of the four Myers-Briggs parameters were: Online Users All People (US) Introversion: 66% [standard deviation (SD) = 0.08] 41% Intuition: 88% (SD = 0.10) 32% Feeling: 64% (SD = 0.05) 50% Perceiving: 66% (SD = 0.13) 44% The compiled data is shown in Figure 2. The box shows the percentile range within one standard deviation of average and the whiskers show two standard deviations (95% confidence interval). The large dots show the approximate percent of the US population that exhibits that trait (compiled from Dolphin Cove, 1998; Tieger & Tieger-Barron, 2001). This data suggests that online users differ considerably from the US population at large in terms of being introverts, intuitives, and/or feelers. More importantly, with 95% or greater confidence, a majority of online users fall into these personality categories. (While a majority of online users also appear to be Perceiving, these results are not statistically significant with the data available). These first two findings match what one might expect. Introverts, who tend to value their privacy and gain energy from within, would find the Internet a welcome place, as it is anonymous and provides an interesting combination of interaction and solitude. People exhibiting intuition, as opposed to sensing, tend to be more involved in concepts and less with sensory activities (i.e., sports, hikes, etc.). By analyzing the traits associated with introverts, intuitives, and feelers in the context of game playing, we can obtain some insight as to what online game features best appeal to the potential customer base of online users. MBTI and Game Design The game design examples mentioned herein are presented to demonstrate how personality profiles such as the MBTI might be applicable to MMOGs. Without further research, these examples are based solely on theory. They are intended to inspire the reader to consider the impact of player personalities on game design and are not presented here as requirements for an enjoyable or profitable MMOG. For simplicity’s sake, these examples assume typical designs used in the currently popular American MMOGs such as Ultima Online, Everquest, and Dark Age of Camelot (i.e., experience levels, character classes and/or skills, primary focus on combat, etc.). The principles discussed herein could be applied to game design in general, however. Also, game design in MMOGs is exceedingly complex and even seemingly innocuous implementations can have far-reaching effect; these examples are simplified to illustrate certain points and many of the design repercussions are beyond the scope of this article. Introverts The introvert/extrovert dimension of a person’s personality type indicates how that person interacts with the world. Introverts (66%, SD = 8%) are directed inward and tend to exhibit the following characteristics: - Recover energy by spending time alone - Think before acting; enjoy a slower pace - Share personal information with greater discretion - Prefer depth to breadth (Tieger & Barron-Tieger, 2001) It is easy to understand how online users would be disproportionately introverted. Compared to traditional social interaction, online interaction allows for both a greater sense of privacy and a slower pace. Online games have appealed to introverts through some obvious mechanisms: the use of character IDs (concealing one’s true identity), turn-based play (which is more latency tolerant as well), and controlled interaction with others. Furthermore, introverts tend to have fewer, deeper passions, making them more prone to the addictive type of behavior often observed in the more active online players. There is at least one way in which MMOGs have often failed to support introverts, however. A principal advantage of MMOGs over their single-player counterparts is social interaction and its many benefits. Game designers have identified that one primary mechanism for retaining MMOG customers is through the community and thus many MMOGs have implementations designed to bring players together. For example, in Everquest, Star Wars Galaxies, Dark Age of Camelot, and other titles, players advance through the game much faster if they are part of a group of players instead of being by themselves. The discrepancies in level progression between solo-play and group-play in these games often make them poorly balanced for the solo-player, especially for some of the class choices. Some MMOGs, such as Dark Ages, A Tale in the Desert, and Shattered Galaxy go so far as to require interaction with other players to progress through the game. Strongly encouraging social interaction through gameplay mechanisms encourages players to form friendships and thus become part of the game’s community, increasing a player’s likelihood to continue playing. The price, however, is that the enforced interaction creates an environment not well suited to introverts – it is difficult to spend time alone in the game while still feeling a sense of accomplishment. And bonds with other players must be developed at a pace that is perhaps uncomfortable. Many current MMOGs attempt to address this problem by providing some classes that work well for soloing, while others are excellent in groups. Unfortunately, these class differences are often absolute: a class that is good at soloing is not well suited for group play, essentially quarantining the solo-player from many community activities. These efforts miss the point: introverts are not isolationists. Rather, they do often take more time to become involved in social environments and they often do want to spend time alone. It is worth noting that in some ways an MMOG might be ideal for introverts – it allows social interaction in an environment that is friendlier to introverts then the real world. How, then, can social interaction, so key to an MMOG, be encouraged while also creating an introvert-friendly environment? One solution to this dilemma is to provide both solo and group activities that are available to all character types at all levels of experience. For example, every character in a game might have two classes: a profession and a focus. The character’s profession is fixed when the character is created, but the focus can be changed each time the player logs in. Different foci provide different sets of auxiliary abilities. For example, Priest might be a profession, with the Monk focus suited for solo-play and the Healer focus best for group adventures. In this way, a player can use the same character for both solo and group play depending upon their mood. A player could also experience the game on his own and then become involved in the social aspects after it feels comfortable to him without regretting his choice in character class. Intuitives The intuitive/sensing element of a person’s personality type suggests what type of information they focus on. Intuitives (88%, SD = 10%) typically: - Enjoy learning new skills; get bored after mastering old skills - Are future-oriented - Value imagination and innovation - Like new ideas even if they do not have practical applications (Tieger & Barron-Tieger, 2001) How to best appeal to intuitives through game design might not be immediately obvious. The addition of new game play elements and concepts is one possibility and this is already a goal of many MMOG live teams. The knowledge that the majority of online users are intuitive is not needed to realize that new content is beneficial. What MMOGs have often failed to do, however, is to require new skills from its players or, rather, to provide them with the opportunities and incentives to learn new skills. In fact, new content for some MMOGs is geared primarily towards providing players with “more of the same.” While it has become common knowledge among MMOG designers that it is dangerous to change elements of the game to which the players are accustomed, a large player population of intuitives might be better served if new content provided players with the option to learn more than new names or graphics. Artificial intelligence behaviors, environmental effects, and type of skills and spells are also possible additions that require the players to learn and reward them for doing so. For example, in a game in which elemental attacks play a large role, an underwater region could be added in which the effects of fire attacks are subdued and electrical attacks affect a much greater area. Another method of employing innovations is through limited duration events. Not only can event innovations be used to appeal to intuitives, but the impact of controversial long-term changes can be investigated with little risk, especially if the players are already aware of the game’s emphasis on innovation. In Shattered Galaxy, an MMORTS, major game rules were changed for limited times as part of story driven events. For example, in one event the time scale of the game was gradually increased to be over double normal, rendering some conventional tactics useless and challenging players to devise new strategies to adapt to the much faster pace. A strong majority of the players enjoyed the event, as determined through in-game polls. Because of the very positive response, after the event ended, the base pacing of the game was kept somewhat elevated. If, on the other hand, a majority of players hated the impact of the changes, the event could have been ended early if needed. To the non-MMO gamer, MMOGs are already quite innovative and it is difficult to see how we can more thoroughly appeal to that aspect of the intuitive personality. The knowledge that many potential players are intuitives can be of use in considering how to develop new online games to better appeal to existing MMO gamers. Intuitive individuals are, by nature, open to new concepts. Most recent MMOGs have not been very innovative, however, and instead have built upon the game designs of earlier games, polishing their rough edges and improving upon their graphical appearance. The fact that online users (and thus, presumably, MMO gamers) are so disproportionately intuitive suggests that MMOG design is an area in which efforts at innovation would be less risky, when compared to other game development projects. Feelers The thinking/feeling trait suggests how people make decisions. Feelers (64%, SD = 5%) tend to: - Consider the impact they have on others - Value empathy and harmony over logic and justice - Desire appreciation from others (Tieger & Barron-Tieger, 2001) The emphasis of many MMOGs on community is justified by this finding. While the US population at large is evenly split between feelers and thinkers, online users are more likely to be motivated by appreciation and recognition from others then achievements for their own sake. Note that despite some apparent contradictions, feelers and introverts are not exclusive categories. An introverted feeler is likely to take more time to develop friendships with others than an extroverted feeler, but still places great value on social interactions. This fact is part of why it could be important to provide both solo and group play options: initially the introvert might be slow to actively join the game community, but any introverted feelers will ultimately find an MMOG’s social elements to be a primary source of satisfaction. Other MBTI Applications in MMOG Design A few other applications of MBTI are worth brief mention given their potential relevance to game development. Perceivers and Judgers While the data collected does not suggest preferences between judging and perceiving for online users, MBTI analysis of these attributes might still be helpful. Perceivers enjoy undertaking new endeavors and adapting to new situations. These characteristics suggest that perceivers would be more likely to leave an MMOG in favor of a new one than judgers would be. Note that a MBTI analysis of newer and long-time MMOG players for any particular game could confirm or refute this hypothesis. To better keep the more flighty perceivers, MMOG designers seeking to increase their game’s renewal rate might therefore focus on creating new situations as opposed to adding more of the same to a game. This additional content could also be used to provide new goals for the players, thereby also appeasing judgers, who enjoy setting and completing goals. For example, suppose that a designer for an MMOG has at her disposal many new spell effects and item graphics and has decided to utilize these to appeal to the highest level players in the game to encourage them to keep playing. She might decide to use these assets to increase the maximum level in the game, having the new spells and items function the same, except in terms of power, as previous ones. These additions might appeal well to judgers, who now have a new goal to strive for. However, since these changes do not also alter gameplay in a meaningful way, perceivers, who are possibly more likely to leave for another game, will find it less appealing. A better use of these assets might be to create a new class that is only accessible to the highest level characters. Perhaps players at the maximum level could choose to return their character to first level and join this special class, which has access to a unique set of abilities. This implementation would give both new goals that judgers desire and new situations and projects sought by perceivers. Note also, that supplying new types of challenges, and thus requiring new skills from the players, would also appeal to intuitives. Bartle Typology The relationship between Bartle’s typology and MBTI is potentially quite complex and is beyond the scope of this article. It is worth briefly mentioning, however, what some of the parallels are. Note that traits associated with introverts appear most similar to any of the non-socialiser player types: achievers, explorers, and killers. Intuitive traits match well the characteristics of achievers and explorers. And Feelers appear well suited as socialisers and are unlikely killers. Keirsey Temperaments Myers-Briggs Type Indicators can also be used to determine to which of four temperaments a person belongs. These temperaments are based upon centuries of observations of human nature and were hypothesized to be explainable through MBTI by psychologist David Keirsey. Temperaments are based upon a person’s intuition/sensing preference along with either thinking/feeling or perceiving/judging. The four temperaments are Traditionalists (SJ, also called Guardians or Epimethians), Experiencers (SP, also called Artisans or Dionysians), Idealists (NF, also called Apollonians), and Conceptualizers (NT, also called Rationalists or Prometheans). Figure 3 compares the frequency of the four temperaments in the online user samples and the USA population in general (the latter compiled from the Keirsey Temperament and Character Web Site, 2004; Tieger & Tieger-Barron, 2001). As might be expected, the data summarized above show a dominance of the Idealist temperament [60%, SD = 9% (compared to about 12% of all Americans)]. Idealists are often concerned with ethics, authenticity, and integrity, search for their own identity and purpose, and place great value on meaningful relationships. Figure 3: Keirsey Temperaments 70% % Exhibiting 60% 50% 40% Online Users USA (All) 30% 20% 10% 0% NF NT SJ Keirsey Temperament SP Identifying and Addressing Developer Bias Being aware of one’s own personal biases reveals possible dangers to try and avoid. Veteran game designers have long understood the need to be aware of their personal biases when adjusting game difficulty settings. This recalibration of a game’s design could also be beneficial in other realms, making it interesting to consider the MBTI of developers as well. Between 80% and 90% of software developers are Thinkers as opposed to less than 40% of online users. Also, software developers are roughly 50% Sensors, while only about 10% of online users are. (McConnell, 1999) These significant differences, especially in the resulting Keirsey Temperments (with an estimated less than 10% of software developers having the Idealist temperament dominant in the online users), suggests that programmers might tend to make mistakes such as: underemphasizing the impacts of their implementations on MMOG communities (Thinking as opposed to Feeling) and creating game systems that require a greater level of depth and numbercrunching than the typical online user desires (Sensing as opposed to Intuition). Unfortunately, MBTI data for game designers was not available. Conclusions The data discussed in this article came from three relatively small and poorly controlled samples. Additionally, given that MBTI were not developed with electronic or online gaming in mind makes it difficult to meaningfully apply them to game design. Even so, that the results are statistically significant suggests that further research in player personality types could be fruitful. There is much room for more in-depth research involving understanding our players and how to entertain them. Tempered with good judgment, consideration of player personalities through methods such as Myers-Briggs analysis can provide insight into how to design MMOGs to better capture new players and keep current ones. References Bartle, Richard. (1996). “Hearts, Clubs, Diamonds, Spades: Players who suit MUDs”. http://www.mud.co.uk/richard/hcds.htm Booklovers Match-o-Matic. (2003). Data from publicly searchable member database. www.bookloversmm.com (no longer active) Curtis, Pavel. 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