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GRIM DESIGN - OVERVIEW

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Behavioral Analysis

MBTI Propositions

Website:


Synthesis

Our persona seems to be INTJ, with:
(I) Introverted: 20%
(N) Intuitive: 5%
(T) Thinking: 25%
(J) Judgement: 30%

Demographic Game Design

Bartle
Catégorie
Evaluation
1
Killer (J)
++
2
Achiever (N)
-
3
Socializer (S)
- - -
4
Explorer (TP)
+
There are no rows in this table
Perfect for our beat’em all with light exploration.

Marczewski

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DO NOT PUT IN PRESENTATION ^

The large affinity for Philanthropists can be ignored as it clashes with the project’s vision and the rest of the analysis discards online and multiplayer features. Though it is a concern as the Persona’s Bartle Behaviour is mainly Killer.
The Achiever and Exploiter affinities are great for Scoring and combos displays. They should be added to the project.
The absence of Self Seeker conflicts with our persona’s Killer behaviour. The rest of the analysis shows us the inclusion of some Self-Seeker elements such as Points and Badges is beneficial to the project.

(Exploiter +
Achiever ++
Philantropist +++)

MDA+
Catégorie
Evaluation
1
Mechanic (SJ)
+
2
Dynamic (NT)
++
3
Aesthetic (SP)
- - -
4
Kinetic (NFP)
+
There are no rows in this table
The affinity for Dynamics is great for the pacing of our game.
The absence of Aesthetics clashes with our vision of a spectacle fighter.
Our Alembic feature can satiate the need for Mechanics.
The ability to mix and match status effects can work for Kinetic.

GNS+
Catégorie
Evalution
1
Gamism (E-FP)
-
2
Narrativism (---J)
+
3
Simulationism (I-TP)
+
4
Experimentalism (-NTJ)
+++
There are no rows in this table
The large affinity for Experimentalism works with a dynamic beat’em all.
The affinity for Simulationism validates the Grim mechanic
We wanted a light narrative component, a + in Narrativism is great for our plans.
The absence of Gamism works with the Alembic, our simple alternative to perk trees.
Lazzaro
Catégorie
Evaluation
1
Hard (SJ)
+
2
Easy (EP)
-
3
Serious (IT)
++
4
Social (NF)
--
There are no rows in this table
The large affinity for Serious Fun clashes with our vision of a fantasy world.
AA small affinity for Hard Fun works with the intended depth.
An absence of Easy Fun clashes with the ease of combat and pacing of the game.
No social is good
DGD1 x Skill sets
DGD1
Hardcore
Casual
1
Conqueror (TJ)
Strategic (NT)
Logistical (SJ)
2
Manager (TP)
Strategic (NT)
Tactical (SP)
3
Wanderer (FP)
Diplomatic (NF)
Tactical (SP)
4
Participant (FJ)
Diplomatic (NF)
Logistical (SJ)
There are no rows in this table
According to Keirsey, our project meets Strategic’s skillsets of Think & plan ahead with the Alembic feature, Identify means to achieve goals with Enemy Weaknesses, coordinate actions with the Combat system.
Logistical’s skillsets of organizing and meeting needs are also fulfilled with the Alembic feature.

Conclusion

The MBTI-based analysis mostly matches with our persona and our vision of the project. Some aspects clashes, leading to updates to the Persona to improve precision as well as updates to the project to match the newfound needs.

MBTI and Octalysis

Octalysis_Framework.png

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T/F == L/R brains J/P == W/B hats
>40-45% MBTI can assume +3 on Octalysis weight for cores ~25-30% can assume +1.5 ~10% can assume +0.5 Cores Under 2 weight can be discarded or kept for long-term players

Table
1
2
3
4
5
6
7
8
Octalysis
MBTI
Rating
Meaning
IS-J
1.5
Accomplishement
E-TJ
1.5+1.5
Empowerement
E-FJ
1.5
Ownership
INT-
1.5+1.5
Social Influence
INF-
1.5
Scarcity
-STP
1.5
Unpredictability
-SFP
0
Avoidance
EN-P
0
There are no rows in this table

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Accomplishment (Secondary)
5 - Boss Fights
3 - Status Points
2 - Progress Bars
1 - Badges
1 - Crowning
(Aura Effect/Leaderboard/Quest Lists)

Ownership (Secondary)
5 - Build from scratch
3 - Collections Sets
2 - Exchangeable points
1 - Virtual Goods
1 - Alfred Effect
(Protector Quest/Avatar/Pet Companion)

Meaning (Tertiary)
3 - Narrative
1 - Humanity Hero
(Elitism/Revealed Heart/Beginners Luck/Free Lunch/Cap Switcher/Co-Creationist)
Empowerment (Tertiary)
4 - Dynamic Feedback
2 - Double Edged Sword
2 - Chain Combos
1 - Milestone Unlock
(Boosters/Blank Fills/Plant Picker/Attribute Web Chart)
Social Influence (Tertiary)
3 - Mentorship
2 - Trophy Shelf
1 - Conformity Anchors
(Social prod/Water Cooler/Brag Button/Group Quests/Social Treasure)

Scarcity (Tertiary)
3 - Price Pacing
2 - Magnetic Caps
1 - Bootleg Quests
(Appointment Dynamics/Dangling/Last Mile Drive/Count Down Timer/Torture Breaks)
No huge weights anywhere the persona requires many different elements which can be complicated. Having the Accomplishment Core with the highest weight is logical as our project focused on this core. Most of its elements are already present.
Ownership’s build from scratch is fulfilled with the alembic system. The presence of Social influence clashes with our mostly singleplayer, few npc project.
Our project is lacking many individual elements of tertiary cores such as Ownership’s Collection Sets or Social Influence’s Mentorship. Our vision is validated but incomplete.

Big Five

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Neuroticism: 65% ~
This is perfect for a fast paced beat’em all, with positive feedbacks.
Extraversion: 60% ~
This is great for our mix of calmer exploration with hidden treasures and faster combat moments in linear dungeons.
Openness to Experience: 75% +
This works with our combat system and emphasis on trying different tactics.
Agreeableness: 70% +
We might not appeal to this agreeableness, but the affinity for Hard fun works great with this. NPCs will be trustworthy to appeal to this stat.
Conscientiousness: 100% ++
This allows us to push the demand on the player’s skills during fights. This clashes a bit with our original vision of a fun > challenge game but can work. We don’t have to hold the hands of the player when they die.

Taste Map


BigFive_TasteMap.png

Final Conclusion

Based on these behavioral analyses, we can ascertain the following:
Our team has the same view of the Persona.
Our GDD matches with it overall.
The main problem is with the original persona, made with some mistakes (easy to fix)

To reflect these feedbacks, changes were made to the Persona.
He is now a little bit more outgoing, and adaptable.
Concretely, he now plays , is looking for a , and consumes more .
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