I was talking about some of the old theory models the other day, mostly the
WotC study of gamers and
Bartle's play styles. The thought occurred that it would be worth pointing out some of the many differences between these two (professional/academic) studies and other 'RPG Theory', especially the Threefold models (
GNS and
GDS).
The first major difference that a rather casual inspection should show is that the professional/academic studies both collected significant amounts of data before making any claims or definitions. With data in hand, it was analyzed, trends noted and the model created.
This stands in sharp contrast to the development of the Threefold models which grabbed and defined terms based on personal experience, taste, and power struggles within their respective forums.
The second major difference is found that the professional/academic studies are both based upon two unrelated axis of information, that together produce the resulting descriptions.
Bartle's model used the following:
Player -- World,
Acting --- Interacting to produce
Achievers,
Killers,
Socialisers, and
Explorers.
WotC used
Strategic --- Tactical,
Story --- Combat to produce
Power Gamers,
Thinkers Storytellers, and
Character Actors.
In short, they used two scales of what are directly opposed concepts that allow direct measurement. Indeed, they had to as it was based upon measurement in the first place. Thus one could 'test' for an individual's focus and where they sit on those scales. It allows for players of mixed tastes by nature as they would just measure towards the middle when their score was totaled.
In contrast the Threefolds prevented any such measurement as they did not have any opposed axis of measurements as part of their construction*. They were instead idealized 'end states' at the points, three different ideas each unrelated to each other.
Each corner perhaps could have been one end of a possible axis, but that was never considered.
Keep that point in mind.
Now imagine the impact on the WotC or Bartle's models if instead of their two axis, they had attempted to define things only in terms of two ends. Say
Tactical Focused and
Story Focused for the WotC study. A full 75% of the study's users would have dropped out of the model.
The result would have been very useful to Character Actors, but would have had the rest of the player base up in arms. Which is basically the overall reaction to the two Threefold models when looking at them in hindsight. Most seem to hate them, while a few love them beyond reason.
And doesn't that result make perfect sense when one steps back and looks at it?
*The Threefold/GNS originally did start out with an axis, the poorly named Drama---Sim which is better viewed as Meta-Game ---Sim, but this was quickly lost when Gamism was brought into the mix, as it didn't have a scale or opposed point of its own.