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The lifecycles of a playerJune 16th, 2006 |
A while ago, a poster in the comments thread asked what I thought the lifecycles of players were. I don’t think there is only one lifecycle, is all. I know of several models that have stood up over time, so here they are, briefly described.

This one comes from The Social Dimensions of Habitat’s Citizenry.
The entire point of any thriving community is people. Habitat is an interactive environment where people define the parameters of their experience. Thus it is important to understand how people behave in these cyberspaces. In Habitat I observed five distinct patterns of usage and social commitment:
- The Passives ["they want effortless entertainment"; 75% of the userbase]
- The Actives [committed regular users]
- The Motivators ["They throw parties, start institutions, open businesses, run for office, start moral debates, become outlaws, and win contests."]
- The Caretakers ["They help the new players, mediate interpersonal conflicts, record bugs, suggest improvements, run their own contests, officiate at functions, and in general keep things running smoothly."]
- The Geek Gods [admins]
(Annotations mine).
In the Path to Ascension, Randy basically posits that people need to be encouraged to move up the ladder. In my experience, rarely do we see someone who is successful at being a Geek God without having gone through the other stages.
So that’s one path of development, taken from a fairly social-centric world.

A while back, a UO player named Hedron posted a whole bunch of intriguing design articles. One of them was a postulate he called “Circles” describing the growth of achievement-oriented players. It makes an interesting contrast with Randy’s path.
- First Circle players are newbies who just want to survive.
- Second Circle players are competent, and start to feel like the game is “fun.”
- Third Circle players are excelling. They’re also often cheating, as they take on the tough stuff.
- Fourth Circle players are about proving their mastery by either killing other players or mentoring them.
- Fifth Circle players are “done.” They need new challenges, which they might get by an alt, RP, moving to forums, guild play, a whole new game…
- Sixth Circle players are enlightened Zen beings that understand everything and every mode of play and blend them seamlessly.
You may notice that this approach has some real commonalities with A Theory of Fun. Circle One is about seeing the patterns as noise; Circles 2 and 3 are about recognizing the patterns, and even arriving at means to bypass them in exactly the way I describe in the book. Circle 4 is about exercising mastery, Circlce 5 seeks new challenges, and Circle 6 is grokking the pattern completely.

Both the above are referenced by the lifecycle that Richard Bartle described in his book Designing Virtual Worlds. In this, Dr. Bartle presents an expansion of his player types grid, converting it into a cube. He also identifies some trajectories through the types, which encompass to some degree the above two models.
His initial pass at a progression, with four types, described what he called the “main sequence.” It ran thusly:
- Killer
- Explorer
- Achiever
- Socializer
So players start out testing boundaries, then learn more about their environment, then play the game, then end up staying for their friends.
His more complex path through all the types can be seen here in this quickie photo (I didn’t take the time to scan it or reconstruct it, and it will only make sense if you are familiar with his expanded player type model): Edit: Morgan supplied the diagram I was too lazy to make!


I’m going to offer up just a few points built mostly on anecdotal evidence as regards these models.
First, that Achiever to Killer is a very common path. Once the game’s opponents are no longer interesting, being limited by crude AI, actual other players offer a better challenge. A lot of people never want to take this step, and it’s arguable that they are driven not only by the fact that they dislike PvP, but also by the fact that they are statistically certain to lose most of the time.
Second, that in many ways, we are all heading for a Socialization Destination. Everyone gets bored of a given virtual world (again, cf. Theory of Fun). They then hang out there only because it’s where their friends are. The games in these worlds are like the beer at a bar, the rides at a carnival. They are diversions, and the point for most ends up being the other people.
Third, that age, gender, and behavior are intimately related. Aggression is tightly linked with certain playstyles, including achievement. Anecdotally, many of the most aggressive players I have dealt with have been people in aggressive, confrontational, or dominant roles in real life, such as cops, lawyers, and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play.

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and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play.Link (via Wonderland) [IMG]
and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play.Link (via Wonderland) [IMG] Permalink Comments
and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play.Link (via Wonderland) [IMG] Link
and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play.Link (via Wonderland) [IMG]
and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play.Link (via Wonderland) [IMG]
Raph’s Website » The lifecycles of a player
are intimately related. Aggression is tightly linked with certain playstyles, including achievement. Anecdotally, many of the most aggressive players I have dealt with have been people in aggressive, confrontational, or dominant roles in real life”read more | digg story
Raph’s Website » The lifecycles of a player
The lifecycles of a player on Raph Koster’s Website. Thanks Mike Martinez.
Multiplayer game designer Raph Koster offers some observations on the Lifecycles of a Gamer: In many ways, we are all heading for a Socialization Destination. Everyone gets bored of a given virtual world. They then hang out there only because itâs where their friends are. The games in these worlds are like the beer at a bar, the rides
Raph’s Website » The lifecycles of a player
Raph’s Website » The lifecycles of a player Useful, brilliant, insightful.
anyone will come with. Remember the point is to drink while it’s light out. Jordie out stuff: -chinese government to release 30,000 hours of music digitally to world pitchfork -finished this it took about half an hour vectorpark -life cycles of a gamerraphkoster
within carefully limited circumstances; most people cannot draw, but anyone can color inside lines, or trace. If the games require serious commitment and challenging creation tasks equivalent to drawing from scratch, they will have smaller audiences.” The lifecycles of a player: “A while ago, a poster in the comments thread asked what I thought the lifecycles of players were. I don’t think there is only one lifecycle, is all. I know of several models that have stood up over time, so here they are, briefly described.”
[...] Comments [...]
[...] Third, that age, gender, and behavior are intimately related. Aggression is tightly linked with certain playstyles, including achievement. Anecdotally, many of the most aggressive players I have dealt with have been people in aggressive, confrontational, or dominant roles in real life, such as cops, lawyers, and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play. Link (via Wonderland) [...]
[...] http://www.raphkoster.com/2006/06/16/the-lifecycles-of-a-player/ Found this post that has some fairly interesting points about people at the new stage of a game through to the stage where they are only there because friend are still there. Some of it is quite relevant to our group and the online games we play. [...]
[...] Raph’s Website � The lifecycles of a player # First Circle players are newbies who just want to survive. # Second Circle players are competent, and start to feel like the game is “fun.” # Third Circle players are excelling. They’re also often cheating, as they take on the tough stuff. # Fourth Circle players are about proving their mastery by either killing other players or mentoring them. # Fifth Circle players are “done.” They need new challenges, which they might get by an alt, RP, moving to forums, guild play, a whole new game… # Sixth Circle players are enlightened Zen beings that understand everything and every mode of play and blend them seamlessly. [...]
[...] Third, that age, gender, and behavior are intimately related. Aggression is tightly linked with certain playstyles, including achievement. Anecdotally, many of the most aggressive players I have dealt with have been people in aggressive, confrontational, or dominant roles in real life, such as cops, lawyers, and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play. Link (via Wonderland) [...]
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[...] http://www.raphkoster.com/2006/06/16/the-l…es-of-a-player/QUOTE First, that Achiever to Killer is a very common path. Once the games opponents are no longer interesting, being limited by crude AI, actual other players offer a better challenge. A lot of people never want to take this step, and its arguable that they are driven not only by the fact that they dislike PvP, but also by the fact that they are statistically certain to lose most of the time.Second, that in many ways, we are all heading for a Socialization Destination. Everyone gets bored of a given virtual world (again, cf. Theory of Fun). They then hang out there only because its where their friends are. The games in these worlds are like the beer at a bar, the rides at a carnival. They are diversions, and the point for most ends up being the other people.Third, that age, gender, and behavior are intimately related. Aggression is tightly linked with certain playstyles, including achievement. Anecdotally, many of the most aggressive players I have dealt with have been people in aggressive, confrontational, or dominant roles in real life, such as cops, lawyers, and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play. QUOTE Third stage: I have dealt with have been people in aggressive, confrontational, or dominant roles in real life, such as cops, lawyers, and the like Creslin? :blink: [...]
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[...] Raph’s Website (link) [...]
[...] Third, that age, gender, and behavior are intimately related. Aggression is tightly linked with certain playstyles, including achievement. Anecdotally, many of the most aggressive players I have dealt with have been people in aggressive, confrontational, or dominant roles in real life, such as cops, lawyers, and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play. Link (via Wonderland) [...]
[...] Link (via Wonderland) [...]
[...] Raph’s Website » The lifecycles of a player [...]
Heal your gaming woes with the gamer cycle of life!
Raph Koster, game designer and theorist, wrote a little piece on what he calls the life cycle of gamers. He adds to his insight some other related gamer cycle models that illustrate the attitude an individual takes in a virtual world. You are bound to …
[...] Third, that age, gender, and behavior are intimately related. Aggression is tightly linked with certain playstyles, including achievement. Anecdotally, many of the most aggressive players I have dealt with have been people in aggressive, confrontational, or dominant roles in real life, such as cops, lawyers, and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play. Link (via Wonderland) [...]
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[...] The lifecycles of a player on Raph Koster The lifecycles of a player on Raph Koster Quote: [...]
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[...] "The lifecycles of a player" Raph Koster, ontwikkelaar bij SOE die betrokken is geweest bij spellen als Ultima Online en Star Wars Galaxies, heeft een interessant bericht geplaatst op zijn blog. Hij praat hierin over de "lifecycles of a player", de diverse fasen waar een speler doorheen gaat tijdens de periode dat hij of zij een MMO speelt. Lees dit bericht door hier te klikken. [...]
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[...] I was also reminded of that talk. Raph also gave a great keynote at the Serious Game Summit at GDC ‘05. Raph has had a couple of good posts on game design lately, including The lifecycles of a player [...]
[...] “Age, gender, and behavior are intimately related. Aggression is tightly linked with certain playstyles, including achievement. Anecdotally, many of the most aggressive players I have dealt with have been people in aggressive, confrontational, or dominant roles in real life”read more | digg story [...]
[...] I was asked my opinion on a recent Raph Koster article, titled ‘The Lifecycles of a Player’. Raph touches on a few different theories, none of which should be new to anyone who has been a part of the industry for a significant time. I agree with just about everything Raph mentions. [...]
[...] Damion Schubert wrote a blog entry about this pyramid, adapting it to MMO play specifically, and when looked at through squinted eyes, it has a lot in common with Randy Farmer’s Path to Ascension. The interesting thing about these models is that they assume that participation, that creation, that contribution, are in some way more to be valued. This is a deeply held assumption that I happen to share, but that often gets overlooked and not carefully examined. Why is “consuming” content such a dirty word? [...]
[...] Interesting article. Here is an excerpt: Im going to offer up just a few points built mostly on anecdotal evidence as regards these models. First, that Achiever to Killer is a very common path. Once the games opponents are no longer interesting, being limited by crude AI, actual other players offer a better challenge. A lot of people never want to take this step, and its arguable that they are driven not only by the fact that they dislike PvP, but also by the fact that they are statistically certain to lose most of the time. Second, that in many ways, we are all heading for a Socialization Destination. Everyone gets bored of a given virtual world (again, cf. Theory of Fun). They then hang out there only because its where their friends are. The games in these worlds are like the beer at a bar, the rides at a carnival. They are diversions, and the point for most ends up being the other people. Third, that age, gender, and behavior are intimately related. Aggression is tightly linked with certain playstyles, including achievement. Anecdotally, many of the most aggressive players I have dealt with have been people in aggressive, confrontational, or dominant roles in real life, such as cops, lawyers, and the like. And of course, teenage males charged up on testosterone tend to drift to the aggressive roles as well. But as they age, older males tend to act more like female players do all along, losing interest in the overtly aggressive play. Full article here: http://www.raphkoster.com/2006/06/16/the-lifecycles-of-a-player/ [...]
[...] Lifecycles of Players? Raph Koster is one of the smartest people I’ve ever met. And I only met him briefly at the Second Life party in S.F. during the Game Developer’s Conference. I love his book, A Theory of Fun. And I recommend the book to everyone; parents, kids, instructional designers, software developers, everyone. Many of his blog posts go far deeper into game theory than I can understand, however this post is quite relevant to recent discussions and learning projects with Secondlife and other MMO tools.As a mere lvl 21 Orc Warrior I’d say I’m at the second circle within WoW. [...]
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[...] [...]
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[...] The Lifecycles of a Player The More Things Change…and if you haven’t read it before, Players Who Suit MUDs. The first two are articles by Raph Koster, who was a lead designer on Ultima Online and Star Wars Galaxies. The last one is by Richard Bartle, who created the first MUD.Personally, I agree with most of what these articles say, at least in my experience. I’ll probably comment more on these later, but that’s a fair amount of information to digest. [...]
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[...] Full musings set finally since I have a few weeks of time on my hands: The perfect trick to play on that hot girl you hang out with Lifecycles of a player [not a joke; interesting] Mitch Hedberg’s 20min Comedy Central Presents…. Everyone loves Magical Trevor.. – I love this one Stephen Colbert vs Stone Phillips – Gravitas Rematch Could you pass the test to become a US citizen? – I’m sure Graves knows the answer to #19 Yay freedom! Think Different Funniest game of Tetris you’ll see all day That’s Ka-blamo! – when you’re mining for coal and you forget what coal is Kabumei: Art of the Sharpened Grenade Kickass Light-saber Fight – good twist ending Jedi Breakfast – live long and prosper bitch Lecture Musical – very well done for a lecture hall prank “60 Minutes” segment on The Colbert Report – Anyone can READ the news *to* you; I promise to FEEL the news *at* you I have plenty more to post over the next week or so that I have free, but to end this edition is probably my favorite clip from the show Lucky Louie. A great show on HBO if any of you have it. Lucky Louie answering “Why?” [...]
[...] Raph Koster, The lifecycles of a player (June 16, 2006) [...]
[...] (Upcoming Theory-craft! The basic gist is that Blizz knows what they’re doing in terms of allowing us to level so quickly in TBC. There is a large amount of lateral content planned for level 70.) Well, if you’re like me you’re looking at the people who were saying “It takes as long to get from 60-70 as it did to get from 1-40 or from 1-60,” and you’re wondering what pharmacy they’ve been to and how did they mix the common household drugs. It looks to me, and I could be wrong, that it’s possible to get to 70 within a minimum of 28 hours played. That was a record set by a guy who had his guild killing mobs he’d tag. Even still, the ability to level so quickly instills a mild bit of fear in my heart. Will the expansion be over before Blizzard releases new content? Will we be able to have something to enjoy for a long time? Some of us may be thinking that the answer to the above questions are: Yes, the xpac will be completed by most very quickly, and we’ll be bored before Blizz gets on it. I would like to say that that may not be the case. I’ve been learning a little bit about MMOG economies today. They appear to run rather differently than real world economies because in MMO economies it’s possible to create value out of nothing (or a bit of time). Essentially it is very easy to create new wealth and so inflation can get out of control verrrrrrry quickly. In order to curb this there are a couple of tools that game devs use, as seen in the link below. http://www.raphkoster.com/2007/01/17/flation/ If the above -is- the case, then one can see why Blizz would make the level cap so low, and the levels so easy. Basically the levels are easy because gaining them proceeds on the same curve as the previous 1-60 levels did. One could postulate that Blizz did this in order to maintain a contiguous gaming experience from 1-X (where X is the current level cap). The reason the cap wasn’t raised higher, while this could be baiting the consumer, is simply so that the game won’t die out as fast. Either that or it’s the most expedient route to provide new content. Designing linear content of a similar volume to the content in TBC may actually have taken more work than designing the lateral content that appears to be in TBC right now. If that is not the case then one can still fall back on the idea that designing Linear content, in terms of a greater level cap, would create such inflation when the population hit X level that the game would quickly collapse under it’s own weight. Proceeding in a slow linear manner and a quicker lateral manner appears to be what Blizz is doing. There was a lot of lateral progression at 60 and look how long it kept us playing I’d also say that the economy isn’t as inflated as I’ve heard it can be in games like FFXI. So the plan appears to be working. If that’s the plan Blizz also appears to be using money sinks to reduce the amount of cash in circulation. I think the strongest examples would be Epic mounts and the Tier.5 armor quests. Follow that up with the Epic mounts in outland going for 5k gold one starts to see some fairly massive money sinks. Crafting, while it returns to the crafter, is also a money sink, and now that I think of it, the crafting system may actually be designed such that selling finished products is supposed to generate very little profit (as so often has seemed to be the case). So inflation goes down due to there being less free gold. The lateral content appears to come in at 70. One has two major dungeons to explore(The Caverns of Time and Karazhan), each with a couple of wings, plus a heroic difficulty mode. With all of that lateral content and a stable economy almost forced due to game mechanics it seems that TBC will have a lot more life in it than just 60-70. Your thoughts?! Other interesting links: http://www.raphkoster.com/2006/06/16/the-lifecycles-of-a-player/ http://crystaltips.typepad.com/wonderland/2005/03/raphs_keynote.html Link on SWG’s Economy: http://www.boingboing.net/2004/05/03/star_wars_galaxies_e.html_________________ [...]
[...] Originally Posted by PastorInsanity I’ve been amazed with the kinds of psychological insights RPGs have provided me with… http://www.raphkoster.com/2006/06/16…s-of-a-player/ [...]