L2, pre- and post-Goddess, theorizing with Bartle.

General Discussion Started Last reply 1 posts
Just sort of a random thing theorizing here... First, read up if you don't know what the Bartle Test is:
http://en.wikipedia.org/wiki/Bartle_Test

You can take it here if you like:
http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology

So! Lag and overcrowding aside, I was wondering how the new content and systems affect Lineage II from a Bartle point of view. When I look at L2's reputation, it seems that it was highly appealing to Achievers and Killers. However, the grind and threat of being PK'd would likely be a turnoff to Socializers and Explorers.

From what I've seen so far, the changes to the game have done a fair number of things that are Socializer and Explorer friendly. The reduced grind, the Path to Awakening, Reputation system, etc. This affects the "low levels" of the game, obviously, where people try things out, get hooked, meet up with friends and so on. At first blush this would seem detrimental to the Achievers (by making it easier to progress, which also seems to be counter to selling XP boosts) and Killers (by penalizing free-for-all PK'ing), but I think there's something long-term here.

First and foremost; more players brings more players. Someone comes along and tries to drag a few friends with them. I've already gotten about six people to try out L2 because I've been yammering about it so much on another forum. Overall, the player pool deepens with all types; Achiever, Explorer, Killer and Socializer, with hopefully many of them finding or making groups, niches, etc., for themselves withing the game. This is necessary for a variety of reasons such as revenue, game growth, player turnover, having sufficient population for the economy, PVP, group/raiding content, politics, etc.

Looking at Goddess' Boss page, (http://www.lineage2.com/gd/bosses.php) there is more high-level content/raids. Furthermore, I've been told by some on this board that at higher levels the grind is definitely back. This, I'm guessing, is for current and future Achievers. Additionally, by the time players get to these higher levels, they're hopefully assimilated by the server's community.

The larger playerbase is of benefit to Killers; while everyone who PKs is engaged in PVP, not everyone who PVPs is into PK'ing. There are a variety of sanctioned PVP venues in game, and having a larger base means more people to fight with and against. Hopefully we'll see more organized PVP, or people available for more spontaneous PVP. With the auction house we might even see economic PVP of sorts, where players attempt to manipulate, control or corner the market (and I could see players with chaotic characters set aside strictly for controlling resources).

This, again, is purely theory. Looking at other games that have done well, the early game seems a lot more "friendly" to Socializers and Explorers, whereas Achievers and Killers will likely race ahead of them. Over time Socializers and Explorers will catch up, and the game overall should offer a more fully faceted community as a result. I think that's part of success of some of the more modern games like WOW, COH*, GW, etc.

*Although you'll note that COH recently designed an Achiever-targeted end-game with the Incarnate system, finally addressing a giant hole in their content. Still not a place for Killers, though.

Yes? No? Ate too many special brownies?