I've always thought there were some marked differences between players. So I thought it would be fun to get a little methodical. I spent quite a bit of time putting together 8nook. It's an Animal Crossing personality test that attempts to assign percentages for eight different personality values. You will be presented with a statement, and then you will answer with your opinion on the statement, from Strongly Agree to Strongly Disagree, with each answer slightly affecting your scores. At the end of the quiz, your answers will be compared to the maximum possible for each value, thus giving you a percentage. Answer honestly!
There are four independent axes — Intensity, Desire, Style, and Organization — and each has two opposing values assigned to them. They are:
Ambition (Intensity)
- Players with high Ambition scores tend to play efficiently and vigorously. They aim to achieve as much as possible and strive to "complete" the game, whatever that may mean to them. They may choose to indulge in time travel and glitch exploitation. They derive enjoyment from playing the game to its fullest extent.
Serenity (Intensity)
- Players with high Serenity scores take the game at a slow pace. To these players, the game is just a game. There is little to no sense of "completion", and they may ignore certain aspects of the game entirely. They value relaxation over achievement.
Material (Desire)
- Players with high Material scores derive enjoyment from obtaining items and completing milestones. When playing with others, it is not so much the multiplayer interaction that matters, but the mutual material benefit that can be realized. They may prefer to keep to themselves, focusing on personal progress.
Social (Desire)
- Players with high Social scores adore interaction with other human players. It is not the goods exchanged between players that matters, but the act of trading itself. They may compare their island to others'. To them, the game is truly a multiplayer experience. Isolating oneself is severely limiting.
Experience (Style)
- Players with high Experience scores see the game as a social simulation. These players enjoy cultivating friendships with villagers, eagerly embracing their dialogue. They especially appreciate the relaxing ambiance, dynamic environments, and seasonal events of the game. They want to see and explore everything. They may enjoy taking photos and visiting Photopia. Their island is desirable as-is, and changes are only icing on the cake.
Creation (Style)
- Players with high Creation scores see the game as a construction sandbox. These players enjoy terraforming, creating custom designs, and furnishing their homes. Their enjoyment of the game stems from having ideas and painting them into reality. Their island is not desirable as-is, but must be made so through their creative energy.
Flow (Organization)
- Players with high Flow scores play through spontaneity and momentary passions. They find enjoyment in starting up the game without pre-planned commitments. They may jump between activities frequently. To them, the game is best played by doing exactly what they want in the moment without regard to the past or future.
Structure (Organization)
- Players with high Structure scores play through plans and routines. They desire an island that is orderly both in form and function. They may have a list of tasks for a given day and schedule time to complete them. In creative endeavours, they strive to design neatly and to an excellent standard.
I'm very curious to see what results you guys get! Please let me know if you have any suggestions or feedback. I want this test to be as fun as possible!
A lot of the boilerplate scripting is derived from 8values, a political orientation test.
[–]bioshrimp 2 insightful - 1 fun2 insightful - 0 fun3 insightful - 0 fun3 insightful - 1 fun - (0 children)
[–]Cindy 1 insightful - 1 fun1 insightful - 0 fun2 insightful - 0 fun2 insightful - 1 fun - (0 children)