As another step in exploring and fleshing out a way to assess motivations for playing, users were asked to rank the following seven motivations in terms of their relative importance in why they play MMORPGs. These motivations were previously identified using rating and factor analysis techniques. Respondents ranked these seven items using a PHP-driven script that functioned as a dynamic visual aid allowing respondents to sort and reorder the 7 items:
1) Immersed in Fantasy World / Role-Playing / Being Part of a Story
2) Getting to the Next Level / Becoming Powerful / Achieving Goals
3) Competing with Other Players / Dominating or Beating Other Players
4) Escaping from Real World / Venting / Relieving Stress
5) Analyzing Game Mechanics / Making or Analyzing Tables or Charts
6) Being part of a Large group or guild / Team or Group Achievements
7) Meaningful conversations / Making good friends / Social or Support Network
The "Analyze" element echoes Bartle's Explorer type – which has never seemed to resonate with data from players, and the ranking data suggests that even if it does exist that very few players would be Explorers. Note that the "Bartle Test" (not created by Bartle btw) forces respondents to make dichotomous choices, and every answer gives you a score on one of the 4 types. Therefore, that instrument might actually be creating player types rather than assessing them.
We exist, I'm definitely an explorer type - though I look for other things in a game as well.
Note that you can satisfy a desire for finding out, exploration and analysis perfectly well in a single player game. I'd say you need to have a second motivation to draw you into an MMORPG for this.
While not everyone gets a kick of out being an explorer, everyone seem to appreciate an explorer's efforts.
Typically, the "Achieve" type looks at the data collected from an explorer to decide where to hunt, find items, or level up faster.
For the "compete" type, where to level and get the best xp, or what skills to get maximum benefit when hitting another player. The data is again useful.
And as for general "role playing", the knowledge from an explorer can easily be weaved into the story you're playing. "Groups" also appreciate having someone that can hint at you how to do certain things (faster/better).
Not everyone is a strict "explorer", but many would be close.
of course fantasy and achievement are first, a game that would appeal to people who compete would have full PvP, and that is never implemented in MMO's anymore because the carebears are catered to.
Those who can, explore; those who can't, achieve - these results hold up the long held folklore.
I wonder why there are 7 motivations here while there were actually 5 factors in the analysis referenced?
I'd love to see this survey put back up. I took it when it was current, and was recently looking for it again. Have it archived anywhere?
i'd say i dunno which applies to me now. i play videogames [including MMORPGs] just to experience playing them. when i run out of new character jobs to try and stuff to do [like quests] i get bored and try the next game available.
but what actually lured me first into playing was the social aspect of MMORPGs. i was initially amazed by experiencing a game where i can actually talk and fool around with other people. it was fun... and addicting. i found new friends that made me LOL in my seat countless of times. and it was convenient for me coz i don't have to go out of the house just to have fun hanging with friends.
i guess the success of an MMORPG can be measured in terms of gameplay, community, and support. it doesn't have to be an "A" in graphics although it does count. ragnarok is still a hit for me coz it interests me continually and keeps me active because there are a lot of new things to do.