Prior to World of Warcraft, I'd had very little MMOG experience - a little Anarchy Online several years before, some slight play in the Ragnarok Online beta; it was not until I started to play Kingdom of Loathing (KoL) not too long after that game appeared that I played any one game considerably. That game also was the first I started considering what sort of player I was; there was a discussion on the forums that actually used Bartle's terminology to name player types, and it very rapidly brought the issue to most semi-serious players of the game. Suddenly, everyone was considering what type of player they were, and how KoL fostered that playstyle.
Looking over the discussion, I concluded fairly quickly - largely from my playstyle in KoL - that I was an achiever. Truth be told, it maybe wasn't *that* cut-and-dry. I liked to visit new areas, see what kind of adventures they had, see what kind of stuff the monsters and events gave me, see what sort of things I could do or make with them; for a time, I thought I was an explorer. As the game wore on, though, it became more obvious to me what exactly what my intent was for doing that exploration - I wanted to find new things so I could exploit them, so I could further myself in the game, either through direct use or by accumulation of money through selling them to other players. Granted, I enjoyed the exploration, not in the least because of the consistently funny writing of KoL, but the actual goal of seeing new things was secondary to *using* them. This would become even clearer to me once I began raiding in World of Warcraft; much as I enjoyed seeing new places in the game, ultimately I was more concerned with making progress through them, both in terms of my character becoming more powerful and actually clearing the content.
Over time, I've come to a fairly concrete understanding of what I am as a player. I'm very heavily achievement-based; in single-player games, I favor the perfect run and getting things "right" (read: whatever makes my character most powerful) the first time. It takes slightly extraordinary circumstances - needing to kill a character central to the game's plot, for example - or not understanding how to best do things for me to tone down my impulse to achieve. This is similar in MMOGs - rarely will I deviate from what is "best" for my character as I understand it. This was sometimes slightly frustrating in KoL - sometimes a new area would open up, and suddenly an item that was previously completely useless would become vital to completing an area. I would then have to go back through previously conquered (and now totally inferior) terrain in order to make it through the new content and reap *its* rewards. To this end, I frequented the forums, keeping abreast of the current news and strategies, to minimize the need for wasteful repetition and maximize my chances for advancement. I eventually came to enjoy that community for itself - a rare example of the achiever opening up to socializers, perhaps - but my initial focus for the place was in fact to feed my achiever side.
That said, KoL had much to interest players of any of the main playstyles. Socializers have in-game chat channels (with, interestingly, various unlockable ones, with criteria ranging from longevity in the game to special invitation from certain high-ranked players) and clans to serve their needs. There is notably little impact from either of these - none at all for the chat channels, and (usually) small material advantages for being in a clan - in-game, though those of the killer persuasion would note that having a clan is a prerequisite for engaging in clan warfare - sort of like a greatly flattened, turn-based RTS. Additionally, with a tremendous assortment of items, and the freedom to switch gear whenever is necessary, players are free to "show off" their personality by putting on various outfits. A player wanting to show a regal persona might equip a frilly dress and a crown, one wanting to play the clown might use a foolscap fool's cap and the clown outfit, and so on. Some combinations will actually change the stick-figure avatar of the player, decking them out in a Santa outfit, a miner's uniform, or even a fursuit. The exceptionally image-concerned player can buy (with real money) a customized avatar, made up of pieces of virtually any of the game's art. While many of these outfits may not be optimized for play, this is of little concern unless the player has chosen to PvP; one can simply switch to more effective gear when they want to adventure.
(an aside: prior to the game's completion system being put in place, it was quite possible to get a player's baseline stats to the point where gear was almost totally irrelevant, making it *actually* possible to wear whatever you wanted whenever you wanted.)
Speaking of killers, KoL uses a system that )to my understanding) many MMOGs, particularly MUDs, use, the notion of a permaflag for PvP. One begins the game with a Hippy Stone; smashing it, something that can be done at any time in the game, lets the player attack other players in PvP and at the same time makes *them* attackable. I know relatively little about the PvP scene in KoL, other than that it requires an in-game material outlay comparable to that of cutting-edge achievers to get the right mix of buffs to completely dominate; the killer style of play is almost completely unattractive to me, to the degree that in WoW I will only engage in it if it is for a specific reward.
Explorers have their work cut out for them in KoL; there are dozens of locations, each with a number of adventures, some of which can only be accessed while the player's character is equipped in certain ways, or has certain buffs or debuffs on them. Then there are a multitude of items to divine the use and effects of; a memorable event in the game history had a player try out an item which had the chance of removing currency when they had none on hand. Due to a programming glitch, this put them at just under the maximum amount of currency possible (several billion); the bug spread and swiftly crashed the in-game economy. Players are all but encouraged to try items in new combinations with places and abilities to see what may happen, to try and figure out the patterns behind super-rare monster spawns, and virtually every other in-game mechanic. Given the relative regularity of new content (with most major holidays, and more besides), there is much to keep the explorer busy.
Backing all of this is the developer's ethic in how to grow the game. The reaction to the bug above was not to take away the millions in ill-gained money that had appeared from the bug or otherwise reset things; rather, the bug was fixed, and a series of events occurred that encouraged players to spend enormous amounts of currency on interesting and novel items and quests. In short, the developers of KoL take the stance that it is wrong to unduly take away ("nerf") the players, and frequently see problems that arise as a chance to introduce new content, frequently as a way for players to express themselves. An explorer might investigate ways of obtaining hidden trophies; an achiever might try to be the best in an item collection leaderboard, or donate the most to one of the events; a killer might see what they could do to stock up on the items essential for PvP success given that everyone had huge stockpiles of money. Meanwhile, the constant change and flurry of activity (bolstered by special events and trophies more oriented towards the social aspects of the game) would provide socializers added benefit from this ethic. It might be slightly contrary to some people - perhaps the hardcore players that Yee spoke of who found gain in the loss involved in Everquest's death system might look at this as less of a chance for players to bond over their miseries - but in practice, the system worked to include and engage almost all players touched by the bug.
Surely, this was not a quick fix - it was well over a year before the economy returned to normal - but in the end it was very successful, perhaps because of the positive values embedded in the methodology. It made for a more immersive game - rather than player assets being "taken away" or "reset" by an artificial construct external to the game, in-game methods were used, drawing the player further in, making them want to use the bug-gained currency because it was important to do so in the context of the world. The expression that the new content allowed for gave better avenues of expressing identity, and even promoted a sense of social responsibility; one did not donate to the Save-the-Yeti fund because it was the currency sink of the day, one did so (or did not) because of in-game goals and beliefs. Lastly, the methodology adds legitimacy to the game; saying that the developers will not counteract things the players manage, even unintended effects, in all but the most maevolent of cases gives players the sense that they are free to explore, to act - that the developers want them to try everything, and that they should not fear "doing it wrong" and being punished for their actions. While the cost to this approach is time - finding a good solution, adding it to the game, and letting it naturally unfold is not a quick process - it does leave a positive impact on several key considerations of the space they are working, which most players would agree is for the best.
Given its simplistic visual style and that it is essentially entirely free to play, many might consider KoL as an unlikely place to find interesting game design, let alone deep consideration for different types of players. Thanks to the efforts of the game's design team, though, it has achieved just that, gaining recognition from both written and television mass media. As it continues to grow and add content, it will be interesting to see how the game continues to mature and refine itself, and how future players will use the game's features to define what type of player they are.
--Evan