Can You Dig It?

Can You Dig It?
Achiever, Explorer, Socializer, Killer

James Bishop | 11 Jan 2011 11:54
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Instead, a more acceptable form of griefing has arisen in its place. Clubs will find a server, find someone's prized construct and then add to it in seemingly random ways in order to destroy the aesthetic without breaking down the components of it. If you were to ask someone who participates in this watered down version, they may even deny that it's griefing or Club behavior at all. Whatever they want to tell themselves is fine, but adding to the existing structures in a given landscape in such a way that makes the original builders displeased is not exactly a kind gesture in the eyes of others.

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Even with the Club population, though, it takes a bit of socialization in order to find the right server that would allow for a Club to work their magic. Even in the darkest, griefing heart of the clubbiest Club, there is a Heart hiding somewhere. Diamonds, as mentioned above, feel the need to talk with other Diamonds and find the best way to do things, which delves into the territory of Spades who are looking to learn things as well.

The suits are constantly overlapping each other and melding with aspects of at least one other of the four in ways that make it hard to distinguish a single aspect in a player. The different markers for each suit are simple enough to distinguish, but the blending tends to produce markers that are hard to pin down on one side or the other. It's often more complicated than that even in a game as seemingly simple as Minecraft.

Richard Bartle titled his paper "Players Who Suit MUDs" as a clear reference to the suits in a deck of cards. Essentially, he argues that the kind of players who play MUDs can fall easily into the four categories he presents. More than just providing a way to differentiate between types of players, though, he also provides a definition for multi-user dungeons based on the players within them. By extension of what multi-user dungeons have become over time, he has also provided the definition of massively multiplayer online games.

Minecraft has the capacity to support all of the archetypes presented by Bartle and fits the definition provided of multi-user dungeons and thus massively multiplayer online games. Its popularity doesn't hinge upon a narrative overlaid on top of the mechanics but on the ability to shape the world with friends using cleverly designed tools. Diamonds, Spades, Hearts and Clubs all utilize the same building blocks to derive fun and amusement.

And really, Minecraft is nothing but building blocks.

James Bishop is a mild-mannered English graduate by day, by night he writes for Hellmode. Sometimes he tweets too. (@jamesbishop) If you're not one of those, however, he also has a website where he absentmindedly chronicles his various doings and writings.

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