Games People Play The ninth in a series of articles on the psychology of gaming In Dave Booth's final article on Ultima Online, printed in issue 68, he mentioned something that especially caught my eye. What he said was this: Some time ago, an academic paper (the title, and its author, escape me I'm afraid) expounded the theory of different types of player of on-line games. There is the Explorer, who would walk the length and breadth of the land to experience everything there was. There's the Achiever, the man who wanted to be first to own a Castle in the New Lands (I bet there's a few of those!). The Predator, of course, is the player killer. Then there is the Social player. For a split second I thought - I wonder which type I'd be? And the answer came immediately because it was connected to a related topic. A little while ago, I'd been talking to Alex about his exploits in EverQuest, another on-line game. He said that he was currently holed up with a few other players at a spawning ground in Black Burrow, waiting for the next batch of monsters to appear so that they could bump them off. And I thought - I couldn't do that, I'd be bored to tears. I could see the logic of waiting in an area where you know the pickings are good, especially if you've made up a party with other players so that they help you kill the baddies, which you might not be able to do unaided, but it all seems terribly mechanical. Wait, kill monster, heal up, wait some more. Repeat until bored. Well, that'd be me done pretty quickly. I must admit that I haven't played a graphical on-line game; I'd love to but I haven't got the time to get far enough into it to make it worth while. I can only speak for my experiences playing text- based MUGs and RPGs. To me, games are there to be explored and experienced. When I'm playing an RPG - Swords of Xeen was the last one, but the principle applies to any of them - I thoroughly enjoy entering a new area. What will it look like? Forest, desert, mountains? Will there be towns and dungeons? Quests? What will the monsters be like? What about the puzzles? Will there be riddles? Good treasure? Lots of gold and XP to collect? Here's a locked door - what's behind it? Shall I climb the stairs or go down this corridor? From what I've heard of EverQuest (and Ultima Online) the playing area is vast and varied. No matter how lucrative the area in EverQuest's Black Burrow, I couldn't just sit still. I'd have to be out exploring. When Alex and I have our weekly chats, I enjoy hearing about where he's been in EverQuest and who he's met. That, to me, is what gaming's all about. I might die more, exploring. I might not progress as quickly through the levels. But I'd be out there, smelling the virtual air. One thing that we used to say set us adventurers apart from arcade gamers was our largely non-competitive natures. People playing arcade games were always very concerned with their scores and how many levels they'd completed of a game - especially in comparison with someone else. Adventurers, on the other hand, were in it for the experience. Only text adventures usually had a score and then it was simply to show how far you'd got through the game. You have to move up through the ranks in order to survive in later stages of RPGs or in certain areas of on-line games where the monsters are tougher. When playing an RPG, I'll agree that it's nice to have enough gold to buy a better sword or some really cool armour. The idea of being able to buy your own horse or house appeals to me too. But not as much as the anticipation of sailing across a stretch of sea to a new area and landing on a tiny island to find a hut containing ... well, that's the fun. You never know what's going to be there. We all play games for different reasons, mostly to do with a combination of escapism and pure entertainment. RPGs have to be approached in similar ways in order to be able to survive and ultimately complete the game. But in an on-line game, you can - literally - be whoever you want. You can even be a bad guy. Add the fact that you're playing with real people, unlike an RPG where all the other characters are computer generated, and anything can happen. You need to be a combination of achiever, socialiser and explorer with just a dash of bloodthirsty maniac. But it would be the thrill of opening the next closed door or crossing a mountain range that would encourage me to play an on-line game and ultimately suck me in. There must be a psychological basis for this division into player types so, as usual, I wanted to know more. Once again, I asked psychotherapist Adrian Blake for his explanation. He said: "Computer games - and games away from the computer screen - are fascinating. For me it's being the explorer. 'Explorer' sounds quite complimentary, flattering even. However it's really about being extremely nosy. I like to see what the characters are getting up to in their computer landscapes. What are they doing in that cave or behind those trees? This is a voyeuristic tendency. What are they doing that I'm not? What am I missing out on? For other explorers the prime object might be to boldly go where no-one has gone before, to find and establish a new territory. So it suggests the primitive urge to migrate to a new landscape has woken and predominates. This in turn might suggest we're dissatisfied with our present situation and feel a need to move on. Playing is a serious business. Fun of course on the outside, but games are a rehearsal for the real thing. What I mean is that as children we play games. Kittens and puppies do the same. The game-playing is an ancient practice, a preparation for things yet to come - to learn the ability to hunt and defend ourselves, to co-ordinate brain, hand and eye to this end, to learn skills in exploring and finding new territory (and so to establish territorial rights). Or of course you could choose to be a killer. Being the killer in contemporary times usually equates to being the bad guy. But not always. If you enlisted in the Army and were ordered to kill you would have to do so (and would be punished if you didn't!). In fact, if you killed enough people you'd get a medal. So whether you're rewarded or punished for being a killer depends on politics. Kill a German in 1940 and you'd be congratulated. Do so today and you'd be locked up. And so on. Yes, life is complicated! So it is in computer games. Here you can be your own political or military leader, who makes decisions based either on what's expedient, or on a moral code, or simply on what you feel like doing. You may choose just one of these three roads, or you could grapple with the daunting task of trying to reconcile the tensions between all three. You might find your game-playing changes. Perhaps you start off as Attila the Hun but then move on to more sophisticated leadership qualities. Either way it will say something about you. Game-playing serves a purpose. Whatever game you like to play is the one you most need to play. If the killing or hunting instinct is to the forefront and being 'played out' on the computer screen then you can, if you choose, learn something from this. It might be an outlet for anger, it might be you want to kill something off in your life, it might be you need to feel superior. Rather than seeing it as bad, it could be more useful to see what it might be trying to tell you. After all, nothing just happens for no reason. The universe doesn't work like that." - o -