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| A Self of SenseDr Richard A. BartleSELFWARE.games 20th June, 2003 IntroductionThis talk concerns those computer games known as virtual worlds.They come in several flavours: 
 The same basic rules apply to all of these, so I'll simply be referring to "virtual worlds". Warning: this talk contains twice as much material as fits in the time allotted. Strap on your crash helmet, we'll be travelling at speed! An AssertionVirtual worlds are about the celebration of identity, hence the relevance to SELFWARE.Academics noticed this in the mid-1990s 
 What they didn't realise is that virtual worlds are designed with this in mind. Neither do most designers... 
 Similarly, players pass their cultural values from generation to generation 
 But...Doesn't this imply that earlier designers knew what they were doing?It does, and they did: 
 Yeah, right... So tell me how it works 
 OverviewSo, I'm going to provide a theory of identity exploration for virtual worlds.
 I'll be showing that: 
 The Nature of Fun  The traditional player types model: 
 A Third DimensionThe player types graph has two dimensions
 My original data suggested a third dimension 
 Example: 
 Adding this extra dimension gives us 8 player types instead of 4 New Player Types Graph  Each sub-cube represents a player type What this BuysIt explains the difference between griefers and politicians if nothing else...
 Interactions between types can be explained with more fidelity 
 The biggest bonus is that it allows the uncovering of player development tracks 
 Player DevelopmentFrom the very early days, it was observed that many players develop in the same way:
 In player type terms: 
 There are plenty of exceptions, though. 
 The Main Sequence  Visible without implicit/explicit dimension Griefer=>scientist=>planner=>friend Reverse-alpha shape The Socialiser Sequence  Player half of player/world dimension Griefer=>networker=>politician=>friend On old graph, killer=>socialiser=>killer=>socialiser The Explorer Sequence  World half of player/world dimension Opportunist=>scientist=>planner=>hacker Previously achiever=>explorer=>achiever=>explorer Minor Sequence  Opportunist=>networker=>planner=>friend Development TracksWhat we have here are 4 sequences
 In general, players can switch arbitrarily between types as they learn more about themselves 
 No off-sequence changes to or from politician 
 Designers influence speed of progression What the Tracks Tell UsEach sequence starts off implicit, then goes explicit, then returns to implicitIt's a learning exercise 
 Locate, discover, apply, internalise It's how babies learn to walk 
 What the Tracks Give PlayersDevelopment tracks deliver increasing immersion
 Levels of immersion: 
 Important: it's not a 1-to-1 mapping 
 This is unsatisfactory for players, though 
 Immersion and IdentityThe more immersed you are, the more you become your virtual self and vice versa
 This is why people play virtual worlds The development tracks represent a progression designed to instil a greater sense of immersion 
 Q: What do players find fun in virtual worlds? 
 Their (almost always unacknowledged) goal is to find themselves The Hero's JourneyThis state of affairs isn't unprecedented...Joseph Campbell's Hero with a Thousand Faces Has been applied in many narrative situations 
 Has also been applied within virtual worlds 
 The difference here is that it's not a narrative for a character, it's a narrative for you 
 The match isn't perfect, but let's take a look DepartureCall to adventure
 Refusal of the call 
 Supernatural aid 
 Crossing of first threshold 
 Belly of the whale 
 Initiation (I)Road of trials
 Meeting with the goddess 
 Woman as the temptress 
 Atonement with the father 
 Initiation (II)Apotheosis
 Ultimate boon 
 Most developers don't want their players to leave, so don't give them a boon 
 In my own games, we do give them a boon 
 Return (I)Refusal of return
 The magic flight 
 Rescue from without 
 Crossing of the return threshold 
 Return (II)Master of the two worlds
 Freedom to live 
 ConclusionPlaying virtual worlds is a kind of hill-climbing activity through identity spaceThe Hero's Journey is a good algorithm for finding a local maximum, if not a global one Players follow predictable development tracks as they pursue their personal hero's journey This is reflected in increasing immersion When your real-world self and your virtual-world self coalesce, your task is complete Designers need to understand all this, or they're doing their players a disservice 
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