A Hardcore Embarkation

“Hardcore.” It’s an ambiguous term. Everyone throws the word around. Everyone knows what it means. But not everyone agrees. Over the next few weeks (or months), I plan on investigating not only the term “hardcore,” but I plan to create a usable measurement of hardcore that we can refer to when talking about game design.

I won’t delve deeply into it in this post. All I’m doing at the moment is opening this up for discussion and input before I get too deep.

First, a definition of hardcore from Dictionary.com:

hardcore: unswervingly committed; uncompromising; dedicated

That’s pretty clear. Essentially, a hardcore player is someone who is dedicated to playing. What it doesn’t say is how that player is dedicated, or what they are dedicated to doing. Hardcore is a measure of degree. It’s an adjective, not a noun.

What I intend to explore is the how and the what of hardcore. In other words: What are players dedicated to doing (goal)? How are they dedicated to doing it (method)?

For example, a player might have the goal of gaining max level. To reach that goal, a method they will employ is time investment. A player who is very dedicated to investing time to reach the max level is a Time-Hardcore player when it comes to reaching max level.

I’ll work to generalize it even further, however, by taking a deeper look at Richard Bartle’s 4 and 8 Player Type Models. By utilizing those models, we can use hardcore as a measure of degree and method against the player types. E.G. Efficiency-Hardcore Achiever (4 part model) or Depth-Hardcore Planner (8 part model).

So, to sum it up, here are the questions I’d like to answer:

  • What methods do players employ to reach their goals? What types of hardcore are there?
  • What are some general goals players often have? Is this investigation necessary, or should we use Bartle’s types?
  • Are Richard Bartle’s Player Types compatible and useful for this exercise? If so, should we use the 8 or the 4 Part model?

I’m open to everyone’s ideas along this journey, and would absolutely welcome it so we can reach some useful terminology together.

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