IdleMind
BANNED FOREVER
This thread examines the 3 archetypes used to classify competitive game players. These are terms used by game designers themselves, and as far as I know, originated in the Magic: The Gathering Community. There are 3 player archetypes: The Timmy, the Johnny, and the Spike.
Timmy
"What you do not wish for yourself, do not do to others." -Confucius
Timmy's drive is to have some fun. Fun being defined as getting big rewards immediately for little effort.
A Timmy usually views gaming competition as a way to be social. Timmy does not play to prove he is better or showoff how amazing he is, nor does he envy other players that appear better than him. A Timmy just plays the game for his own fun, and wants to have fun with other players.
A Timmy believes he needs to set his limits; makes rules or follows a code, in order to make the game more fun. The rules can make a game easy, make things more interesting, or be followed to prevent Timmy from doing something foolish while playing. Depending on the group of players the rules can range from disallowing a cheap move to wanting to do: No Items. Fox ONLY. Final Destination.
When a Timmy is one of the best players he is usually seen as having a natural talent for the game. A Timmy does not get better analyzing the game; he gets better playing it, gaining experience which can translate to an apparent talent others cannot understand or overcome. A Timmy is a player noted for playing for the love of the game. Love is a rare motivation, but when love is great enough it can beat the motivations that drive most other players.
Johnny
"There are many ways to lose the oldest game. Failure of nerve, hesitation... Being unable to shift into a defensive shape. Lack of imagination." -Sandman
Johnny's drive is to express his brilliance. He seeks to be original and figure out his own way of playing the game.
A Johnny usually views gaming competition as a shape shifter showdown. Playing a game is all about making choices of what path a player takes, and since the opponent is also making choices to divert your path, the goal is to lead both players to victory you seek. However as a Johnny expresses his brilliance most when victory seems impossible, so Johnny players enjoy being put into impossible situations or using only the tools everyone claims to be useless, and still managing to pull out a victory.
A Johnny believes he needs to know his limits. Nothing is an advantage or a detriment, but merely an attribute. If you understand the attributes you have, attributes your opponent has, and attributes found in the game, you will never fear losing.
When a Johnny is one of the best players, he is the player who discovered, through his own relentless obsession to analyze the mechanisms of the game, the gambit that proves to demolish the competition. These are the magnificent bastards, whose book will be read carefully by Spikes before the next competition.
Spike
"My God, he plays so simply!" -Alexei Suetin (speaking of Bobby Fischer)
Spike's drive is to prove he is the best. He seeks every advantage he can find to gain the winning edge.
A Spike usually views gaming competition as an argument between players to determine who perform the better series of moves. The player who wins is the player who makes the better argument, and the player who wins the most is the better player. Nothing else matters.
A Spike believes there are no limits. People who believe in limits will limit themselves, and a Spike seeks to break the limits others see. Trying to play fair and not play cheap is a limit. Trying to learn things the hard way and avoid copying other players is a limit. Remove the limits and you will find it easier to grow as a player.
When a Spike is one of the best players he does not have flashy or surprising victories, he wins by the numbers. The efficiency of his moves, the small advantages he can find, and the advantages he never gives away, all add up to give the Spike a higher probability of winning against the actions he predicts his opponents are most likely to make. And when a Spike is the best, he is a master competitor who knows exactly what the competition is going to bring.
Personal Opinion
It is my contention that a well balanced competitive game has a mix of top players who are both Johnnys and Spikes, with the occasional brilliant Timmy. It is also my contention that certain games incline top players to gravitate o one of these archetypes moreso than others. My opinion is that a game with mostly Spikes at high level play is a bad game.
Some Games and my classification of it's top players
Super Turbo: Johnny's and Spikes in equal measure, but never Timmys.
3s: Spikes with a signifigant slice of Johnnys, also never Timmys.
SSF4: Too early to tell; but I believe its a mixture of Spikes and Johnnys at the moment.
Tekken (all of them): Spikes, it seems like the game is the purest purview of Spikes I've ever seen.
So what do you think SC4 is?
-Idle
Timmy
"What you do not wish for yourself, do not do to others." -Confucius
Timmy's drive is to have some fun. Fun being defined as getting big rewards immediately for little effort.
A Timmy usually views gaming competition as a way to be social. Timmy does not play to prove he is better or showoff how amazing he is, nor does he envy other players that appear better than him. A Timmy just plays the game for his own fun, and wants to have fun with other players.
A Timmy believes he needs to set his limits; makes rules or follows a code, in order to make the game more fun. The rules can make a game easy, make things more interesting, or be followed to prevent Timmy from doing something foolish while playing. Depending on the group of players the rules can range from disallowing a cheap move to wanting to do: No Items. Fox ONLY. Final Destination.
When a Timmy is one of the best players he is usually seen as having a natural talent for the game. A Timmy does not get better analyzing the game; he gets better playing it, gaining experience which can translate to an apparent talent others cannot understand or overcome. A Timmy is a player noted for playing for the love of the game. Love is a rare motivation, but when love is great enough it can beat the motivations that drive most other players.
Johnny
"There are many ways to lose the oldest game. Failure of nerve, hesitation... Being unable to shift into a defensive shape. Lack of imagination." -Sandman
Johnny's drive is to express his brilliance. He seeks to be original and figure out his own way of playing the game.
A Johnny usually views gaming competition as a shape shifter showdown. Playing a game is all about making choices of what path a player takes, and since the opponent is also making choices to divert your path, the goal is to lead both players to victory you seek. However as a Johnny expresses his brilliance most when victory seems impossible, so Johnny players enjoy being put into impossible situations or using only the tools everyone claims to be useless, and still managing to pull out a victory.
A Johnny believes he needs to know his limits. Nothing is an advantage or a detriment, but merely an attribute. If you understand the attributes you have, attributes your opponent has, and attributes found in the game, you will never fear losing.
When a Johnny is one of the best players, he is the player who discovered, through his own relentless obsession to analyze the mechanisms of the game, the gambit that proves to demolish the competition. These are the magnificent bastards, whose book will be read carefully by Spikes before the next competition.
Spike
"My God, he plays so simply!" -Alexei Suetin (speaking of Bobby Fischer)
Spike's drive is to prove he is the best. He seeks every advantage he can find to gain the winning edge.
A Spike usually views gaming competition as an argument between players to determine who perform the better series of moves. The player who wins is the player who makes the better argument, and the player who wins the most is the better player. Nothing else matters.
A Spike believes there are no limits. People who believe in limits will limit themselves, and a Spike seeks to break the limits others see. Trying to play fair and not play cheap is a limit. Trying to learn things the hard way and avoid copying other players is a limit. Remove the limits and you will find it easier to grow as a player.
When a Spike is one of the best players he does not have flashy or surprising victories, he wins by the numbers. The efficiency of his moves, the small advantages he can find, and the advantages he never gives away, all add up to give the Spike a higher probability of winning against the actions he predicts his opponents are most likely to make. And when a Spike is the best, he is a master competitor who knows exactly what the competition is going to bring.
Personal Opinion
It is my contention that a well balanced competitive game has a mix of top players who are both Johnnys and Spikes, with the occasional brilliant Timmy. It is also my contention that certain games incline top players to gravitate o one of these archetypes moreso than others. My opinion is that a game with mostly Spikes at high level play is a bad game.
Some Games and my classification of it's top players
Super Turbo: Johnny's and Spikes in equal measure, but never Timmys.
3s: Spikes with a signifigant slice of Johnnys, also never Timmys.
SSF4: Too early to tell; but I believe its a mixture of Spikes and Johnnys at the moment.
Tekken (all of them): Spikes, it seems like the game is the purest purview of Spikes I've ever seen.
So what do you think SC4 is?
-Idle