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Thanks for the round-up. Just to be clear, we're talking about four types of play: diplomatic, tactical, strategic and logistical, which is another layer of correspondence to these other quadrilogogies of playology.

I've found that you can support tactical or logistical play better with some first-gen engines, though some, like storytron and Facade's architechture, can support outright dramamtic play. I don't think we'll see that form mature until the second generation of engines, the advent of which probably won't come until the end of the decade or slightly later.

If you apply basic Temperament Theory, you get four hypothetical flavours of play, as you say. What I'm saying here is that we have clearly observed three of the four, but that the fourth remains hypothetical at this time.

Although I'm suggesting Diplomatic play might correlate with story play, this is at best a supposition. I would need to see evidence of story play preferences correlating to some degree with Idealist preferences - and this will be largely impossible given the lack of games currently supporting story play, not to mention the general problems with personality instrumentation, which disincline me to explore this aspect farther at this time.

Furthermore, there is another pair of axis of distinction which adds another four hypothetical styles of play based upon styles of preferred interaction. Two of these have been observed (those relating to Extroversion) but two have not been examined in this context at all.

Finally, we do not know if there are patterns between the six/eight styles of play derived from Temperament Theory and the key emotions of play identified by Nicole Lazzaro.

For the time being, therefore, I am saying that we have an inventory of nine different play styles. This is the most complete model I can offer at this time, although it is utterly heterogenous, with no unifying theoretical structure.

What I hope is to be able to use this model to define a hypothesis to guide another round of research - but I am, honestly, uncertain about how to proceed with this at this time, and given our lack of resources for research. If I get time, I'll post about the questionable future of DGD2 later this week, otherwise after GDC.

The main purpose of all these play style posts is to both summarise and conclude the DGD1 research. After the initial research, the possiblity of exploring the data through the specific lens of Temperament Theory arose, and what I've written here is the culmination of this. But it's observational science, and I would like to follow this up with something more rigorous.

Best wishes!

I am a Rational (Strategic gamer). When I was younger, I had an Idealist friend who played a lot of video games with me. We both favored console RPGs but for different reasons. I tended to play them from the strategic angle. She was primarily interested in the stories and characters. The other Idealist gamers that I have met seem to have a similar focus.

Based on my experience with her and on my rather extensive knowledge of personality theory, I suspect that many Idealist gamers don't so much have an "approach" to playing games as much as what they hope to get out of them. Idealists, who often have imaginary friends as children, seem to want to have an interactive experience with the characters. They place a great deal of emphasis on character development: not development of a skills but development of personality. Idealists complain if they don't feel "attached" to the characters.

They are interested in the moral and personal ramifications of their actions. Where Rationals are frustrated by limitation of strategic options, Idealists are frustrated by limitations of personal options. "Isn't there a way other than fighting?" could be a common Idealist complaint.

Jacqueline:

Many thanks for your comment! Your thinking corresponds with mine, but in this piece I took a much weaker stance that I did in, say, 21st Century Game Design.

It does seem to me that interelations with characters, and hence with stories, is a key element of what we might call Diplomatic play. I'm not certain why I shied so heavily away from this idea in this piece, beyond a sudden outbreak of conservative scientific conscience, or a fervant desire to complete the play style work before my pending international move. I didn't want to rush to conclusions in a rather vague area.

But this theme - relation to characters - was related to the Wanderer and Participant types in DGD1, and hence hypothetically to Diplomatic play. I guess sometime between doing the DGD1 study and now I began to doubt this connection - I am pleased to hear an outside observer back up my intuitions in this regard!

When I come to expand this piece for future publication, I will be suitably emboldened to expand on my original thoughts.

Your idea that limitation of personal options might be a source of friction in Diplomatic play has a definite appeal, and again accords with my thinking - but since I choose 'limitation' as a keyword for Strategic play, I feel inclined to seek a unique term for Diplomatic play. "Dispassion" or "Detatchment" suggest themselves to me - I'm open to alternatives!

And as a minor aside, one of my goals in the design of Reluctant Hero is to produce a cRPG which straddles combat and non-combat with equal weight - the player may choose a non-combatant character and still engage in dramatic play by virtue of the game's negotiation system which (I hope) will meet the play needs of people leaning towards Idealist. (Fingers crossed!)

Once again, many thanks for your comment! Much appreciated.

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