The Mystic Media Blog is currently engaged in a series of articles examining each of the Bartle types and how to acquire, retain and monetize them according to their desires. Check out last week’s article on Achievers.
The Explorer is one of the most important Bartle types to maintain in a userbase. Explorers are out for the thrill of discovery. They want to test the limits of the game and see as much of the world of the game as possible. Explorers will wander the world to find secrets. If given a level map, they will utilize it to view as much of the world as possible. They enjoy trying out different weapons and characters. For Explorers, the gameplay is simply a mechanism for discovering different worlds and abilities. They are obsessed with Easter eggs and exposing game methods to find hidden areas. They love analyzing gameplay systems and motion systems, and executing plans designed to see if they can outsmart the designer and find parts of the map which the designers hadn’t expected users to find. The savvy game designer will know his game inside out and give Explorers props when they reach rare areas of the level.
Explorers’ role in the Bartle Type ecosystem is very important. They make for easy prey for Killers, but also, the secrets which they discover generally trickle down into Achievers, much to the benefit of Achievers who will go on to use these secrets to better their status.
Check out this awesome video on balancing Bartle Types by Extra Credits:
Retaining Explorers depends on the size of the world, but even a simple 2D scroller can have several lo-fi backgrounds which will prove incentives for explorers to see all the different backgrounds. A game board is a major opportunity to show off your world and offer explorers a tangible visual for the amount of work it will take to fully see the world. Explorers love to play as different characters and with different gear to see how the game experience changes. If you really want to appeal to this archetype, creating parts of a map only accessible with certain gear or characters will drive them wild.
The beauty of thinking about Explorers as an audience is that it will force the game designer to enrich their game. Making different levels available for purchase can drive Explorers to reach for their wallet. The savvy game designer may create an area which is only reachable when the user has made an in-app purchase of new gear or a tune-up. The Explorer wants to have the most full understanding of the game, so having unlockable and purchasable characters with different music and sound effects can entice the Explorer to buy.
But perhaps the best way to monetize an Explorer is not by forcing them to buy, but by sectioning their gameplay off with rewarded ads. Rewarded ads give the user a certain amount of in-app points or game money which can go toward an in-app purchase. Explorers are willing to spend hours exploring a map without a tangible goal – thus, rewarded video ads are a great way of rewarding their inquisitive behavior while offering a preview of some of the goods available for purchase.
A properly edited trailer will preview the game world in a way that leaves enough to the imagination of the user that it instills the desire to explore, regardless of whether they are Explorers or not.
Next week, we’ll take a look at Killers and the best methods for attaining, retaining and monetizing them.