ACHIEVERS V. EXPLORERS
Achievers tend to regard explorers as losers: people who have had
to resort to tinkering
with the game mechanics because they can't cut it as a player.
Exceptionally good
explorers may be elevated to the level of eccentric, in much the
same way that certain
individuals come to be regarded as gurus by users of large
computer installations: what
they do is pointless, but they're useful to have around when you
need to know something
obscure, fast. They can be irritating, and they rarely tell the
whole truth (perhaps
because they don't know it?), but they do have a place in the
world.
The overall number of explorers has only a marginal effect on the
population of
achievers. In essence, more explorers will mean that fewer of the
really powerful objects
will be around around for the achievers to use, the explorers
having used their arcane
skills to obtain them first so as to use them in their diabolical
experiments... This can
cause achievers to become frustrated, and leave. More
importantly, perhaps, the
number of explorers affects the *rate of advancement* of
achievers, because it
determines whether or not they have to work out all those
tiresome puzzles themselves.
Thus, more explorers will lead to a quicker rise through the
ranks for achievers, which
will tend to encourage them (if not overdone).
ACHIEVERS V. SOCIALIZERS
Achievers merely tolerate socialisers. Although they are good
sources of general
hearsay on the comings and goings of competitors, they're
nevertheless pretty much a
waste of space as far as achievers are concerned. Typically,
achievers will regard
socialisers with a mixture of contempt, disdain, irritation and
pity, and will speak to them
in either a sharp or patronizing manner. Occasionally, flame wars
between different
cliques of socialisers and achievers may break out, and these can
be among the worst
to stop: the achievers don't want to lose the argument, and the
socialisers don't want to
stop talking!
Changing the number of socialisers in a MUD has no effect on the
number of achievers.
ACHIEVERS V. KILLERS
Achievers don't particularly like killers. They realize that
killers as a concept are
necessary in order to make achievement meaningful and worthwhile
(there being no
way to "lose" the game if any fool can "win"
just by plodding slowly unchallenged),
however they don't pesonally like being attacked unless it's
obvious from the outset that
they'll win. They also object to being interrupted in the middle
of some grand scheme to
accumulate points, and they don't like having to arm themselves
against surprise
attacks every time they start to play. Achievers will,
occasionally, resort to killing tactics
themselves, in order to cause trouble for a rival or to reap
whatever rewards the game
itself offers for success, however the risks are usually too high
for them to pursue such
options very often.
Increasing the number of killers will reduce the number of
achievers; reducing the killer
population will increase the achiever population. Note, however,
that those general
MUDs which nevertheless allow player-killing tend to do so in the
belief that in small
measure it is good for the game: it promotes camaraderie,
excitement and intensity of
experience (and it's the only method that players will accept to
ensure that complete
idiots don't plod inexorably through the ranks to acquire a
degree of power which they
aren't really qualified to wield). As a consequence, reducing the
number of killers *too*
much will be perceived as cheapening the game, making high
achievement
commonplace, and it will put off those achievers who are alarmed
at the way any fool
can "do well" just by playing poorly for long enough.
EXPLORERS V. ACHIEVERS
Explorers look on achievers as nascent explorers, who haven't yet
figured out that
there's more to life than pursuing meaningless goals. They are
therefore willing to furnish
them with information, although, like all experts, they will
rarely tell the full story when they
can legitimately give cryptic clues instead. Apart from the fact
that they sometimes get in
the way, and won't usually hand over objects that are needed for
experiments, achievers
can live alongside explorers without much friction.
Explorers' numbers aren't affected by the presence of achievers.
EXPLORERS V. EXPLORERS
Explorers hold good explorers in great respect, but are merciless
to bad ones. One of
the worst things a fellow explorer can do is to give out
incorrect information, believing it
to be true. Other than that, explorers thrive on telling one
another their latest discoveries,
and generally get along very well. Outwardly, they will usually
claim to have the skill
necessary to follow the achievement path to glory, but have other
reasons for not doing
so (e.g. time, tedium, or having proven themselves already with a
different persona).
There are often suspicions, though, that explorers are too
theoretical in most cases, and
wouldn't be able to put their ideas into practice on a day-to-day
basis if they were to
recast themselves in the achiever or killer mould.
Explorers enjoy the company of other explorers, and they will
play more often if they
have people around them to whom they can relate. Unfortunately,
not many people have
the type of personality which finds single-minded exploring a
riveting subject, so
numbers are notoriously difficult to increase. If you have
explorers in a game, hold on to
them!
EXPLORERS V. SOCIALISERS
Explorers consider socialisers to be people whom they can
impress, but who are
otherwise pretty well unimportant. Unless they can appreciate the
explorer's talents,
they're not really worth spending time with. There *are* some
explorers who treat
conversation as their specialist explorer subject, but these are
very rare indeed; most
will be polite and attentive, but they'll find some diversion if
the conversation isn't
MUD-related or if their fellow interlocutor is clearly way below
them in the
game-understanding stakes.
The explorer population is not directly affected by the size of
the socialisers population.
EXPLORERS V. KILLERS
Explorers often have a grudging respect for killers, but they do
find their behavior
wearisome. It's just *so* annoying to be close to finishing
setting up something when a
killer comes along and attacks you. On the other hand, many
killers do know their trade
well, and are quite prepared to discuss the finer details of it
with explorers. Sometimes,
an explorer may try attacking other players as an exercise, and
they can be extremely
effective at it. Explorers who are particularly riled by a killer
may even decide to "do
something about it" themselves. If they make such a
decision, then it can be seriously
bad news for the killer concerned: being jumped and trashed by a
low-level (in terms of
game rank) explorer can have a devastating effect on a killer's
reputation, and turn them
into a laughing stock overnight. Explorers do not, however, tend
to have the venom or
malice that true killers possess, nor will they continue the
practice to the extent that they
acquire a reputation of their own for killing.
The affect of killers on the explorer population is fairly muted,
because most explorers
don't particularly care if they get killed (or at least they
profess not not). However, if it
happens too often then they will become disgruntled, and play
less frequently.
SOCIALISERS V. ACHIEVERS
Socialisers like achievers, because they provide the running soap
opera about which
the socialisers can converse. Without such a framework, there is
no uniting cause to
bring socialisers together (at least not initially). Note that
socialisers don't particularly
enjoy talking *to* achievers (not unless they can get them to
open up, which is very
difficult); they do, however, enjoy talking *about* them. A cynic
might suggest that the
relationship between socialisers and achievers is similar to that
between women and
men...
Increasing the achiever/socialiser ratio has only a subtle
effect: socialisers may come to
feel that the MUD is "all about" scoring points and
killing mobiles, and some of them
may therefore leave before matters "get worse".
Decreasing it has little effect unless the
number of active achievers drops to near zero, in which case new
socialisers might find
it difficult to break into established conversational groups, and
thus decide to take their
play elsewhere.
Note: although earlier it was stated that this paper does not
address people who play
MUDs for meta-reasons, eg. to learn how to program, I believe
that their empirical
behavior with regard to the actions of other players is
sufficiently similar to that of
socialisers for the two groups to be safely bundled together when
considering
population dynamics.
SOCIALISERS V. EXPLORERS
Socialisers generally consider explorers to be sad characters who
are desperately in
need of a life. Both groups like to talk, but rarely about the
same things, and if they do
get together it's usually because the explorer wants to sound
erudite and the socialiser
has nothing better to do at the time.
The number of explorers in a MUD has no effect on the number of
socialisers.
SOCIALISERS V. SOCIALISERS
A case of positive feedback: socialisers can talk to one another
on any subject for hours
on end, and come back later for more. The key factor is whether
there is an open topic
of conversation: in a game-like environment, the MUD itself
provides the context for
discussion, whether it be the goings-on of other players or the
feeble attempts of a
socialiser to try playing it; in a non-game environment, some
other subject is usually
required to structure conversations, either within the software
of the MUD itself (e.g.
building) or without it (e.g. "This is a support MUD for the
victims of cancer"). Note that
this kind of subject-setting is only required as a form of
ice-breaker: once socialisers
have acquired friends, they'll invariably find other things that
they can talk about.
The more socialisers there are in a game, the more new ones will
be attracted to it.
SOCIALISERS V. KILLERS
This is perhaps the most fractious relationship between player
group types. The hatred
that some socialisers bear for killers admits no bounds. Partly,
this is the killers' own
fault: they go out of their way to rid MUDs of namby-pamby
socialisers who wouldn't
know a weapon if one came up and hit them (an activity that
killers are only too happy to
demonstrate), and they will generally hassle socialisers at every
opportunity simply
because it's so easy to get them annoyed. However, the main
reason that socialisers
tend to despise killers is that they have completely antisocial
motives, whereas
socialisers have (or like to think they have) a much more
friendly and helpful attitude to
life. The fact that many socialisers take attacks on their
personae personally only
compounds their distaste for killers.
It could be argued that killers do have a positive role to play
from the point of view of
socialisers. There are generally two defenses made for their
existence: 1) without
killers, socialisers would have little to talk about; 2) without
evil as a contrast, there is no
good. The former is patently untrue, as socialisers will happily
talk about anything and
everything; it may be that it helps provide a catalyst for long
conversations, but only if it
isn't an everyday occurrence. The second argument is more
difficult to defend against
(being roughly equivalent to the reason why God allows the devil
to exist), however it
presupposes that those who attack other players are the only
example of nasty people
in a MUD. In fact, there is plenty of opportunity for players of
all persuasions to behave
obnoxiously to one another; killers merely do it more openly, and
(if allowed) in the
context of the game world.
Increasing the number of killers will decrease the number of
socialisers by a much
greater degree. Decreasing the number of killers will likewise
greatly encourage (or,
rather, fail to discourage) socialisers to play the MUD.
KILLERS V. ACHIEVERS
Killers regard achievers as their natural prey. Achievers are
good fighters (because
they've learned the necessary skills against mobiles), but
they're not quite as good as
killers, who are more specialized. This gives the "thrill of
the chase" which many killers
enjoy - an achiever may actually be able to escape, but will
usually succumb at some
stage, assuming they don't see sense and quit first. Achievers
also dislike being
attacked, which makes the experience of attacking them all the
more fun; furthermore, it
is unlikely that they will stop playing after being set back by a
killer, and thus they can be
"fed upon" again, later. The main disadvantage of
pursuing achievers, however, is that
an achiever can get so incensed at being attacked that they
decide to take revenge. A
killer may thus innocently enter a game only to find a
heavily-armed achiever lying in
wait, which rather puts the boot on the other foot...
Note that there is a certain sub-class of killers, generally run
by wiz-level players, who
have a more ethical point to their actions. In particular, their
aim is to "test" players for
their "suitability" to advance to the higher levels
themselves. In general, such personae
should not be regarded as falling into the killer category,
although in some instances the
ethical aspect is merely an excuse to indulge in killing sprees
without fear of sanction.
Rather, these killers tend to be run by people in either the
achievement category
(protecting their own investment) or the explorer category
(trying to teach their victims
how to defend themselves against *real* killers).
Increasing the number of achievers will, over time, increase the
number of killers in a
typically Malthusian fashion.
KILLERS V. EXPLORERS
Killers tend to leave explorers alone. Not only can explorers be
formidable fighters (with
many obscure, unexpected tactics at their disposal), but they
often don't fret about being
attacked - a fact which is very frustrating for killers.
Sometimes, particularly annoying
explorers will simply ignore a killer's attack, and make no
attempt whatsoever to defend
against it; this is the ultimate in cruelty to killers. For more
long-term effects, though, a
killer's being beaten by an explorer has more impact on the game:
the killer will feel
shame, their reputation will suffer, and the explorer will pass
on survival tactics to
everyone else. In general, then, killers will steer well clear of
even half-decent explorers,
except when they have emptied a game of everyone else and are so
desperate for a fix
that even an explorer looks tempting...
Increasing the number of explorers will slightly decrease the
number of killers.
KILLERS V. SOCIALISERS
Killers regard socialisers with undisguised glee. It's not that
socialisers are in any way a
challenge, as usually they will be pushovers in combat; rather,
socialisers feel a dreadful
hurt when attacked (especially if it results in the loss of their
persona), and it is this which
killers enjoy about it. Besides, killers tend to like to have a
bad reputation, and if there's
one way to get people to talk about you, it's to attack a
prominent socialiser...
Increasing the number of socialisers will increase the number of
killers, although of
course the number of socialisers wouldn't remain increased for
very long if that
happened.
KILLERS V. KILLERS
Killers try not to cross the paths of other killers, except in
pre-organized challenge
matches. Part of the psychology of killers seems to be that they
wish to be viewed as
somehow superior to other players; being killed by a killer in
open play would undermine
their reputation, and therefore they avoid risking it (compare
Killers v Explorers). This
means that nascent or wannabe killers are often put off their
chosen particular career
path because they themselves are attacked by more experienced
killers and soundly
thrashed. For this reason, it can take a very long time to
increase the killer population in
a MUD, even if all the conditions are right for them to thrive;
killer numbers rise
grindingly slowly, unless competent killers are imported from
another MUD to swell the
numbers artificially.
Killers will occasionally work in teams, but only as a short-term
exercise; they will usually
revert to stalking their victims solo in the next session they
play.
There are two cases where killers might be attacked by players
who, superficially, look
like other killers. One of these is the "killer
killer", usually run by wiz-level players, which
has been discussed earlier. The other is in the true
hack-and-slash type of MUD, where
the whole aim of the game is to kill other personae, and no-one
particularly minds being
killed because they weren't expecting to last very long anyway.
This type of play does
not appeal to "real" killers, because it doesn't cause
people emotional distress when
their personae are deleted (indeed, socialisers prefer it more
than killers do). However,
it's better than nothing.
The only effect that killers have on other killers is in reducing
the number of potential
victims available. This, in theory, should keep the number of
killers down, however in
practice killers will simply attack less attractive victims
instead. It takes a very drastic
reduction in the number of players before established killers
will decide to stop playing a
MUD and move elsewhere, by which time it is usually too late to
save the MUD
concerned.