Resources · dev.play Workshop

Persona Testing Archetypes

Nine player types. Each one plays differently, tests differently, and breaks your game in different ways. Use these to sharpen your coverage and your design.

Player Archetype
The Relevance / Execution Matrix
Learn how the Relevance and Execution Matrix helps you evaluate each game feature per archetype and identify what to protect, fix, or cut.
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Player Archetype
The Challenger
The Challenger needs proof of skill. Learn what they want, what breaks them, and what that means for your game's design.
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Player Archetype
The Optimizer
The Optimizer wants to master your game's systems. Here's what drives them, what breaks their loop, and how to design for them.
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Player Archetype
The Completionist
The Completionist needs closure. Here's what that means for your game's features, systems, and design decisions.
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Player Archetype
The Storyseeker
Storyseekers play to care about fictional people. Here is what drives them, what breaks them, and what that means for your game.
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Player Archetype
The Explorer
Explorer players need to find things the game didn't tell them to find. Here's what drives them, what breaks them, and what to build for them.
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Player Archetype
The Competitor
The Competitor needs proof they're better, in a visible number. Here's what their loop looks like and how to serve or break it.
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Player Archetype
The Socializer
The Socializer doesn't care much about game quality. They care who's playing. Here's what they need, what pushes them away, and what this means for your design.
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Player Archetype
The Expressor
Expressors need their character to say something about who they are. And someone needs to see it. Here is what drives them and what shuts them down.
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Player Archetype
The Unwinder
The Unwinder plays to decompress. Here's what they need from games, what creates anxiety, and how your design serves or breaks their loop.
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