Free2Play MMORPG. Types of players and their monetization

    For two years now I have not been working in game dev. Accordingly, there was a time and desire to generalize thoughts about this business of disgrace. From frankly hooligan, to those claiming to be research.

    However, I’ll start with the bully only in part: classifying players according to what they want in the game and from the game. It is incomplete and controversial, but provided with entertaining comments and ends with a grandiose thought experiment on the example of a famous joke.

    Yes, and I will write about monetization quite cynically. I would say it is extremely cynical, albeit with a great deal of irony and black professional humor. In fact, everything is possible and not so scary.

    Go?

    So, we meet (first briefly, then in more detail)

    Dominator (he is a nagibator), where without him. His vocation to be a star, a superhero, a lord of the world, finally. At least he thinks so. And, accordingly, it constantly proves the right to be a male alpha in this world (or female alpha, which also happens, but less often). Victories at all costs! I mean, the cheaper the better, but if it’s really impossible in a different way, then at all costs. And more. She is reluctant to invest in the game, because she believes that the whole world owes him so much for enslavement work. But the desire to dominate defeats the toad. Places with a big advantage.

    Munchkin(nerd, roll, record holder, chameleon) - it is wrong to call Manchkin a nerd. Zadrot is more likely casual (see below) and sways because it can swing. Munchkin, on the other hand, is swinging to fill his own ChSV. It seems to him that the growing numbers and cool pictures increase its importance for others. When it turns out that this is not so, Munchkin decides that he still does not look so cool and ... rushes to swing again. Monetized badly, because character development is a means to him, not an end. Yes, and as a dominator, he believes that the whole world underestimates him. With even less reason.

    Cranker(adrenalinist, athlete, fighter). The term crunker does not exist, so I had to come up with it. For a cruncher, all life is a struggle. In the game especially. He needs to live fast and brightly, he needs loyal friends and strong opponents. Cranker is a winner by nature; he, like the dominator, will gnaw victory with his teeth. But the main thing for him is the process, not the result. A good but lost battle for a cracker is more valuable than a series of victories over a weak adversary. Actually, noble pirates from books read in childhood are the essence of crankers. Crankers are perfectly monetized if you give them adrenaline, excitement, the opportunity to test yourself and your friends.

    Farmer. The kind of player, also for the first time (I hope), described in this article. Farmer, like Munchkin, loves to swing, but not for the sake of dusting his eyes. He is interested in the very fact of the development of the character, moreover, the development of a comprehensive one. Farmer does not particularly like to fight, but, as an opponent in PvP, he is strong and unpleasant. After all, his favorite single-player games are strategies. And it’s suitable for battle as well as buildup, calmly, thoroughly, taking into account all the known nuances. It doesn’t climb like a cruncher, it doesn’t spend money on ultra-expensive consumables like a dominator, but it will not give a descent even in a hopeless battle. Unless, of course, he suddenly finds himself in this battle. Monetization is as attractive as crankers. Actually, farmers and crankers bring the most revenue to games.

    Researcher. This is a mystery player. He wonders what the creators of the game want to surprise him with. And in response, he is ready to surprise the creators. Misuse all that can be used. What is impossible, also uses, with particular pleasure. Alone, heaps up bosses designed for a pumped party, often in an unnatural way. Finds a bunch of mistakes in the game, including the balance, which could allow him to become the coolest, if that were the goal. But everything is much simpler: "we do what we do, because we can." Not for all of us, just for fun. Monetized badly, because he already has almost everything. And if the researcher has invested money in the game, it means that he is preparing some kind of trick, and perhaps soon he will have to urgently correct the imbalance in the balance sheet.

    Casual. Just a player. A person who enters the game to kill time, thoughtfully and thoroughly engage in procrastination. There are no special goals in the game. I went into the game, killed a monster, talked in a chat room, and there the working day came to an end. But do not underestimate the casuals. Casuals create extras. The crowd is fun and quality. Without casuals, a rare game can be attractive. Therefore, although there is little wool from casuals (they are seldom and carefully inserted), it is necessary to breed, groom and cherish them. Moreover, casuals scatter single player games on mobile phones. Bad trend ...

    Socialist. For this player, relationships with the team (friends, party, clan or the whole world) are important. The desire to help little ones, to share experiences, to protect the offended is immediately realized. Well, and communicate. The game itself is in second place, but is trying to match a decent level of development (leveling). Since the social worker understands that homeless people occupy homeless places in society. Therefore, it is not particularly smartly monetized, but a penny drips from it regularly. In addition, they are happy to be involved in volunteering.

    Former(forum ghost). Does not play, but enters the chat and the forum. Basically, to explain how cool it was before in the game, and why it is not playing now (which, in principle, is the same thing). Participates in the discussion of news and situations, but quickly falls into the explanations of what was better before. You can’t wait for money, except to make the forum paid for non-playing users.

    There are few pure classes - mainly munchkins, dominators and ghosts. All other classes can be mixed, including with admixtures of manchkin and dominator. In addition, there are temporary stasis. When the casual gets into the tops of some rating, even the dominator and munchkin wake up in it.

    In order to understand which class a player belongs to, you need to understand what makes him enjoy. The same is extremely important for monetization. Players do not pay for the opportunity to play the game, not for the “expensive pictures” of virtual armor. And for the pleasure that they get from investing in the game of their time, abilities and, especially, money. If a player, having invested real in the game, receives a little endorphin from this, then, with a high probability, he will soon come running for the next dose.

    Take PvP. Farmer and Munchkin enjoys gaining a reputation with victories, a dominator from the very fact of victories, a cracker from fighting worthy opponents, a researcher from trying out new tactics, a social worker from participating in a group, and casual just because he is playing at the moment, but, say, does not write a tedious report on the work.

    The fine line between the farmer and the munchkin only seems thin. Farmer sways for himself, munchkin for others. Farmers do not force the buildup, it is important for them to achieve a certain level of development. Munchkin is in a hurry to fill up more. Farmers are social and, in team trips, easily splurge on obkast and take on complex goals. The Munchkins are trying to slip into a freebie and quickly. And, most importantly, the farmer enjoys during the whole process of buildup, but munchkin, on receiving the result in the form of a piece of drop or adding a digit.

    This line needs to be subtly understood, since farmers are the easiest to monetize, and are second only to crankers in terms of investment. Munchkins are monetized worse and with slightly different methods. But it is below.

    About consoles

    You can add a prefix to each class. "Tru" or "pseudo." "Tru" means that the player matches the class as much as possible. "Pseudo" - wants to match, but alas.

    For example: Tru Dominator is a dominator who fights for one-man and absolute leadership in the game. There should be no players for him whom he could not defeat by force or cunning. If there are such, then the labor dominator must do everything to lime them or to strengthen himself. A simple dominator is content to bend everyone in the absence of a labor dominator. And in the absence of labor crankers, which is already there. And if to be honest, then in the absence of labor farmers. Under conditions of resistance, the pseudo-dominator surrenders and either tries to find a niche for bending (for example, turns on the strongest twinkle on a certain low level), or degenerates into a forum ghost.

    But let's read more about monetization.


    Dominator (This is my cow and I will milk her)

    A typical mistake is betting on monetization of dominators. Although, why a mistake? For an investor (a person with money and, most likely, a dominator in real life), any business plan designed for a “haircut of dominators” is quite understandable and attractive. But in fact, it will be difficult to implement it.

    Problem: there are not many labor dominators. Even in life, not like in the game. Especially in one particular game. But niche and pseudo-dominators are poorly monetized. If the balance of the game allows the nerds to dominate, then the nerd-dominators will quickly occupy all possible niches, and as a result, the realist dominators, on which there were so many hopes, will quickly break down and go looking for another application for their money.

    Even realist dominators are a one-time resource. They can invest in an expensive one-time purchase, but they will try to avoid over-spending on consumables. Dominators generally tend to spend exactly as much money as is required to dominate. Not more. At least not much more. Preferring to build up a margin of advantage with dodging and social mechanisms (joining clans, friendship with admins, strong crunkers, control (monopolization) over resources in the game). Accordingly, only labor dominators, and then, provided that there will be at least two of them, will be invested decently. Niche dominators will limit themselves to investing in maintaining their niche. And pseudo-dominators, in general, will prefer to invest in a jaguar can (beer / energy), which they have every chance of guaranteed to bend.

    The problem is also that labor dominators with strong rivals prefer not to fight, but to negotiate. Yes, a couple of three epic battles with their participation, and throwing money away, will take place without fail. But, most likely, these battles take place either for the cynical pumping of one of the parties, or for revealing the balance of forces. Further diplomatic games will begin.

    If the dominators can be provoked by a permanent probing (a balance of power is approximately equal, and dominance gives rulez) and avoiding the possibility of collusion (agents of influence, a large "uncontrollable" audience, then ... then you are lucky and the monetization of the dominators is real and profitable. Especially if you give the opportunity to climb into their disassembly to the crankers, it remains to think about how to create such a situation.

    In words, everything is simple. Gather a large audience (easier said than done, right?), And while it is gaining, try to remove niches from the game for “cheap” dominators or make domination in any niche expensive. As expensive as possible. And do not be ashamed to show it. If a man with money came into the game, he should see the opportunity to "buy everything." Not at the junior and possibly middle levels. Give them better to crankers, and give the dominators the opportunity to quickly reach high levels. By the way, the dominator himself often doesn’t mind paying for a quick upgrade.

    Munchkins (Another 65536 mobs and you can sleep)

    The most malicious part of the audience. The cat wept for money from them, and there were plenty of show-offs, requirements and problems. The main problem from munchkinism is “eating up content”. Because of comrades playing a little less than 24 hours a day, in four windows, the players will have the impression that the development team is simply not able to quickly produce content. What will affect loyalty.

    You will try to stretch the content, “quickly” replacing the quests for 10 mobs with quests for 100 mobs and ... this content will also be eaten up by the cars. And other players have the impression that getting to a more or less decent level in the near future is not realistic. And stupidly boring to swing. And it's a shame to swing, killing 100 mobs per quest, when someone once needed 10. Again, loyalty suffers.

    Therefore, restrictions on pumping (explicit and hidden Cap), including financial ones, although they don’t remove the Manchkins from the game at all, but lead them to the most harmless forms.

    Let's take a quick look at the subtypes.

    Nerd

    Zadrot sways because it can swing. A person has a lot of time and few interests. This is an asocial casual. But he is casual and, like any casual, faced with problems, he will back down and become a pure casual. Accordingly, we complicate his life a bit and read about him in the corresponding chapter (about casuals). Monetizing it is difficult and not worth it. Easier to lime.

    Athlete, record holder, etc.

    “We want all our proud records to give names.” Who will take the first level, reputation, achievement.

    I played a lot of time on the then still popular TF server, when I found features in the rating points (I could get a lot by playing unpopular classes, in one of which I am also an overskiller). As a result, viewing the rating in between cards has become one of my favorite activities. When he buried himself in obviously not his 3rd place on the server, without growth prospects, then first he rolled down with grief to the 7th, then he began to go in for half an hour once a week.

    Everyone is happy to play this game. The main thing is to ensure growth in the ratings at least initially. A beautiful rating is interesting only for those occupying 5-10% of the top places (or having the opportunity to reach the top). And for the rest, his growth is simply interesting. For the sake of rating, quite a few start at least playing a little more. And this is, if not an increase in income, then an increase in online, at least.

    But you can take money from pure champions, but it’s difficult. And a limited number of times. Fortunately, players quickly forget useless information, such as who was the first to take level 60 on the server and focus on their numbers.

    Chameleon

    Image is nothing - all show off. This is about him. When Subway your neighbor with a bad haircut proudly pulls out before the last iPhone from his pocket a cheap down jacket, you can confidently call it a gaming paradigm "more shine at a lower cost." The chameleon tries to look "no worse", but he tries to invest in the game to a minimum. Both financially (although this subspecies of monetization lends itself) and by game efforts. But the chameleons are only slightly inferior to researchers in finding ways to quickly and easily pump. Therefore, it is necessary to observe them and break off these paths. Then the chameleon will have to go into his pocket for breakfast money, or tie up with a game, which is also a good game.

    So, the dry residue from munchkins

    Munchkin is not the best customer. Manchkin constantly ticks an arithmometer in his head. Expo time is money. It is in that order. If munchkin does not go to the record (and the margin of records is small), then he will swing extremely economically. Buying additional pumping only if the investments give a very noticeable increase. Nevertheless, it is necessary to milk the Munchkins, if only because there are no indirect income from them. They are weakly social, provoke conflicts with the weak, but evade conflicts with the strong. At the same time, they quickly “eat up” the content.

    The most optimal strategy for their monetization is investment protection. Munchkin, having reached a certain level, cannot abandon a project to develop himself. If it’s hard to get money from Manchkin in low, then at high levels it is much easier. The main thing is to transfer the pumping to a competitive plane, where pumping involves competition (the winner receives an exp, the rest smoke). This can be both pvp and the demand for scarce (limited on the server) resources for pumping. All sorts of races also work well (an extra reward to someone who swings the most, for example).

    Monetization scenarios: restrictions on pumping per unit of time, overcome for money; the need for investments (things, reputation) for optimal pumping. Competitive leveling at senior levels.

    Cranker (Dear sir, let me attack you)

    Adrenaline rush is too long a word. Therefore, let's call them crankers (from crank), anyway (do not forget the bully article) there is no established term.

    In games with developed PvP, the most tasty part of the audience for monetization. Crankers are always ready for overseas, which means they have been cast in (or have a stock in reserve) almost to the maximum. Stupidly merge because of their own greed - for a cracker a serious mental trauma. Anyone who shouts that it is dishonest with obkast and wants a fair fight is not a crunker. Although the cracker may not happen in order to give chances to a weak opponent, but, against a strong one, he will be charged to the maximum and will fight to the last. Often, not even for the sake of victory, but to ensure that the opponent gets the victory as dearly as possible. And not because of meanness - it’s just so cool for him.

    In addition, the cracker is interested in fighting the most powerful rivals (to a reasonable extent), therefore, without frustration, it invests in its own gain.

    Cranker hates dull monotonous quests, where everything is clear at the time of receiving the quest, so he often prefers to make money in real life and buy the clothes or consumables he needs. It would be foolish not to use it.

    In addition, it is not out of place for crankers to create separate “parallel” quest lines, with fewer but more costly actions. Cranker prefers to kill one lion than twenty rams, even if hunting for a lion is associated with transportation costs to Africa.

    So, it’s easy to “milk” crankers. The problem is that the crankers wound up in your game. Cranker needs constant action. If everything is decent, nice and boring - you will not have crankers. Accordingly, ... will have to rely on farmers.

    Farmers (I'm slender, pumped up, moderately well-fed hamster)

    Farmers prefer to "slowly go down the hill." Those. First, develop the character to the maximum level, and then ... But "then" most likely will not come - the development process for them becomes more important.

    The farmer wants to impress the world with his perfection. Equal and maximum tsiferkami, the ability to apply at a low level haevsky lotions. Show everyone "see how I can." The question “why?” Is better for them not to ask. They will not answer, just look at you as a moron. It may seem to you that their life credo “suddenly comes in handy”. But it is not so.

    For a farmer, any game is a strategy. The action is considered as a free application. Farmer does not agree to defeat everyone just like that - he needs to win for a clear advantage. Not because he is afraid to lose without safety margin. But because the thrill in the strategy is to save strength for a long, long time, eat up all the possible resources on the map, and then come and kill everyone in 5 minutes. Moreover, these five minutes are the most boring - no one almost resists. Reptiles.

    In principle, the labor farmer believes it is not comme il faut to invest real. After all, he can (and should, in his opinion) farm everything himself. This is part of the strategy. But, in fact, the farmer part of the way goes “honestly and free of charge” and “finishes the last miles” with the help of real, because the true farmer is still not a nerd. The farmer's choice is also fascinating. His diligence is enough for one line, others are “bought”. By the way, just such a tactic (one for free, two for money) works great and not only with farmers.

    Advance bet. The farmer wants to get any nishtyak as early as possible. Even if you can’t use it normally. So that when everyone runs after this nishtyak, he calmly takes it out of the bag, wipes it with velvet and uses it according to the instructions. For the farmer - this is the buzz. And people are ready to pay for the buzz. Do not deprive them of such an opportunity.

    True, there is another danger - the danger of accelerated development. Players of almost all classes (especially if they do not play for the first time) try to get as many power-ups as possible, as early as possible. Reinforcements designed for higher levels than those at which they can be obtained are desirable. Especially in PvP games, in order to arrange genocide for those who did not fuss in time.

    To admit this is a jamb of a game diz. This is a breakdown of loyalty of the paying part of the audience, which will snatch off, for their own money. Therefore, to give the opportunity to get nishtyak early is a good idea, but it is worth watching to use it when the nishtyak (or even a set of nishtyak) does not give a decisive advantage.

    In general, let the farmers develop in breadth, up, deep and at random (things, achievements, reputations, pets, skills) and you will have to spend money on a typewriter. Just do not overdo it. For a farmer, a breakdown of loyalty is usually associated with an attempt to grasp the immensity. Often, farmers quit playing (and, consequently, invest money) when it is impossible to get a trifle achievement. Such situations must be avoided: everything that can be farmed must be farmable (albeit expensive).

    Researcher (Oh, what a red button. Will I click?)

    The researcher will pay only for his curiosity. Moreover, it is not a fact that satisfaction thereof will not translate into financial losses for you. Researchers do not tremble over bugs and distortions. Having found a bug, the researcher rejoices, exploits in various ways, and, having played enough, forgets about its existence. While in a conversation with someone the word does not have to.

    And, opachka, your income from monetization is falling, and the whole server, for example, is farming some kind of small quest, the passage of which in a special way is given by the consumable, recently a former sales leader.

    Monetize the researcher is not necessary. You have to be friends with him. Submit to beta test, ask for an opinion, etc. It will not bring money, but it will save time. For which you can develop something that brings money.

    How to be friends? First of all, to be friends you need to find him. It's simple. The researcher is perfectly visible on the forum with the naked eye. It brings a lot of bugs (if of course it sees that you are processing the corresponding topic), sprinkles with ideas, publishes unexpected screenshots. However, he gets tired of publicity over time, so do not miss it. It may come in handy (at least look at its logs - often a lot of interesting things appear there).

    Casuals. (I’m only for five minutes, I have very, very much work)

    Casual lives in a game, not a game. And he doesn’t even live, but simply enters. He does not understand the farmer’s sadness that he couldn’t build his reputation to the end of the level, the crank of a latecomer to a server-wide cut is strange, and the tragedy of a chameleon, who missed a chance to buy a fashionable reservation at an erroneous sale price , touches the very edge.

    Gamedises consider casuals as “meat” for “paying” classes. Sales managers, like untidy, wild, overgrown with thistle, but for some reason promising, a field for monetization. PR managers as an indicator of statistics indicating the success of their work.

    More or less true, only the latter.

    Casuals have one virtue for which they need to be loved, cherished and cherished. They absolutely sincerely like your game. Other classes like the game in which they achieve their goals. If the goals are not achieved, then the game is UG. But casuals have no special goals.

    It is casuals who are the best evangelists of their games. They don’t tell with foam at the mouth what cool opportunities are in the game, what stubborn fights, what kind of cool clan there is, in which the cool narrator consists. No, they just play with a happy face on their faces and willingly share their, perhaps not deep, but sincere knowledge of the game. (I would like the sales consultants in real life to be similar to casuals, in this regard).

    Now about the sad. Casual does not like obstacles. He does not want to overcome the insurmountable. He just needs to do something that does not bother him too much, gives a small but positive reinforcement and goes as he goes. Attempts to tightly monetize casuals are now failing (but they used to roll when there were few alternatives). And monetization attempts associated with saving time are simply ridiculous.

    Squeeze and goodbye. Casual will get his phone - and that's it. It is lost not only for your game, but, possibly, for MMORPGs in general. The mobile game for casuals is now a wagon and a small cart. In general, this sector is for casuals and works.
    Likewise, an excessive corral of casual in “meat”. Casual usually humbly refers to failure, but only to a certain extent. And the lack of powerful goals in the game does not mean the lack of self-esteem. Mocking him is also detrimental, like persistent deception of money ...

    But casualties are often mistakenly attributed to munchkins and pseudo-classes (namely: pseudo dominators, pseudo-crunkers (and there are such) and pseudo-farmers). Just because they classify "casuals" on the basis of pays / does not pay (pays little). Do not interfere with everything in a heap. It is better to separate the casuals from this sample, and with the slag remaining in the sample (not the casuals), do as you please: lure money and use it as "meat". There are two reasons for this: (1) the slag is not so proud and can get blackmail and start paying, (2) if the slag does not behave, but is offended and dumps, this is also a good game.

    I will be politically incorrect: children (especially boys) playing MMORPGs with the Free2Play model are NOT casuals. On the one hand, I want to prove to the whole world that they can steer, at least in a computer game. On the other hand, money for breakfast, even if it is not eaten, does not allow you to compete with adults, for whom investing 10-30% of your salary is not so rare.

    Accordingly, children are trying to take it with zest and cheating. So much for eating content and losing loyalty from players who can spend real money in the game but cannot play for days. More precisely, they cannot play for days on end. However, this is the topic of a separate article, but I’ll voice the main thesis now: children (or players who behave like children) are not casuals and the only good thing about the game is when they cannot drive nerds in the game. And even that is dubious benefit. Do not forget that f2p is the default game for adults.

    In order to breed casual and munchkins (and pseudo numbers) as different angles, it’s enough to remember what both of them want. And give it, on your terms. For casuals, funny and stress-free quests that allow you to swing very slowly, but progressively. For the Manchkins, the path is noticeably faster, but associated with investing money and / or getting luli from paying players.

    And now the drum roll is the monetization of casual. Casual can often go into the imago of other more “delicious” classes. Moreover, he is often ready to pay for the possibility of a class change, at least for a couple of hours. Another thing is that often for more casuals may not be enough. But if every few weeks you are given the opportunity for magic doping (super consumables, armor and superhard ice for a couple of hours, etc.), then casuals will be invested. Little by little, but you don’t need much either, because you won’t take much from them.

    Again, casuals are often invested unclear why. With long breaks, little by little, but given their number ... do not lose such an income. And having understood the point of application of money, you can slowly develop it. The main thing is slowly. Do not scare.

    Conclusion: Raise casuals, create happiness for them. Leave the power of social elevators. It's profitable.

    Socialist (Guys, let's live in peace. I will teach)

    Everything is clear here. If the game has a line of decent existence with not particularly burdensome investments, then the social worker will invest. Of course, it’s ugly to cash in on a player’s desire to help others, but it’s stupid not to.

    Virtual gifts, pets, clans, contests, contests for clans - these are also direct and indirect ways of monetizing the social worker. The direct way is that the social worker will invest in creating and fastening his environment, the indirect way - the social worker will cement the loyalty of this environment. Many hai play only to communicate with “such wonderful people” in the clan. And hai should not play "plus", otherwise you will find massive invasions of twins and cartoons.

    Well, attracting social workers to moderation (the main thing is not to confuse them only with other classes in this matter) is a widely used and almost free method of maintaining calm and order in the game.

    For social workers, the described classification can be applied “recursively”. There are social dominators crawling into every crack for the sake of fame. Crankers - collecting gangs of "scumbags." Farmers building a clan with a warm lamp atmosphere. True, how to get money from here is the topic of a separate “study”.

    Forum ghosts (Everything used to be wrong before!)

    Monetize them is not necessary. They must be crushed. You don’t play (you don’t get experience, you don’t have a certain amount of money at the level, you don’t chat) - you don’t have access to the forum. It looks like a forum ghost - you do not have access to the forum. The only way.

    The return of such comrades (especially with money) is a rare fantastic thing , but the activity on the forum (everything was fine before, but now they’ve gotten into it and lured money out) devalues ​​the game for those who play now.

    Promised Example

    It's time to remember the joke about "slowly go down the hill and cover the whole herd." Assuming that Hiro does not have a partner in the role of a bull, imagine how each class behaves:

    Dominator . Not the fact that he will get off the hill, even for the sake of such an opportunity. And if he gets down, then glancing with one eye at the little hill, he will cover the herd as many times as he can. And one more time over that. Once again. And .... In the process, he will crawl into the forum, see if anyone noticed his extortionate activity. If you notice, it will cover the herd M more times. But again looking at the little hill.

    Munchkin. Will cover the flock with the same tenacity as the dominator. But I will not look either at the forum or at the top. He will probably glance around, on the subject: will anyone come stronger, who can cover him. It will more than likely look at the neighboring herd of goats and calculate how profitable it is to go cover them. And surely, he will look in the mirror to let out a tear of tenderness from the growth of his own masculinity.

    Cranker. Shuganet a tired dominator (who briskly flies up the hill and starts to look down menacingly). He will offer to fight with Machkin (who will immediately remember that he still has goats uncovered). After which, a little disappointed, will take care of the herd. However, already in the second approach, he will understand that something is wrong. And, either begins to dig a hole to trap in ambush the dominator or Manchkin, or chase the herd in the direction of other bulls. In order to combine entertainment with knocking down horns.

    Farmer. With a sense of feeling and arrangement, he will begin to cover the herd, but also quickly, get bored. Let’s think, bend over to the ear of another charming woman, and give out “listen, I’ve understood here, I haven’t pumped sexy acrobatics. Wait ... a week, I will quickly roll and run. And then uuuuuh. " And not paying attention to the offended look and the phrase “yes you can do it perfectly”, he rushes off to take the quest to the Kama Sutra.

    Researcher. It will start without fanaticism, but nature cannot be defeated. He will begin to experiment, and not only with the herd, but also with the dominator, crunker, manchkin and farmer who did not have time to escape. In various combinations and, not particularly paying attention to objections and arriving plumes. And only after completing the research program, he will spit blood in the direction of the dominator (in three ways), salute the krankker, pour the contempt of a farmer huddling on the corner, and look at the trail of a dodging manchkin, thoughtfully say: “Oh! Goats! This is also interesting! ”

    Casual. Firstly, the casual will almost not be in a situation when he is on the hill, and under the hill an ownerless herd. Secondly, he will not immediately believe such luck and, most likely, will stumble. Thirdly, if he doesn’t stumble, then he should joyfully and embarrassingly start the process ... How then will a munchkin draw, who, covering the object closest to the munchine, will begin to decide whether it’s more profitable to get ahead of the casual in quantity due to speed or at the same time to make it shudder, wasting time. At this time, the researcher will look at the sound, with a pair of goats under his arm and indecent offers. A crunker will happily jump out of an ambush pit with an offer to wrestle. In the opposite corner of the herd, a farmer is busily importing. And the dominator, without asking anything, will immediately weigh a good bream to the casual, as the weakest target.

    And even if nothing of the kind happens, they will run ... other casuals, munchkins and pseudo-dominators (they run very fast) and quickly ruin all the fun. And the whole clearing will be dirtied. Joyfully and enthusiastically.

    Social worker . He will not be able to refuse - this is a social and socially important process. But depending on the subtype, he will try to act extremely socially, options:
    • Before the process will apologize or explain why he is doing so.
    • He will write down the rules for covering cows and will monitor their implementation.
    • Will send sms to all clan and friends with invitations to join.
    • Will send an SMS to the clan and friends with an order to appear and will instantly take charge of the process.

    Forum ghost. Get out on the forum with the news about the ownerless herd. Be sure to note in the topic that he would cover everyone, but, unfortunately, he no longer plays. And if I played, I would not have covered it anyway, because I’m not used to covering such small herds of such a dull color. And now, there is no longer any herd size herd, which, naturally, is the fault of the greedy administration.

    That's all

    With you was, mCLander: 25% Cranker, 5% Dominator, 40% Farmer, 10% Researcher, 20% Casual.

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