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Social Mechanics
The Engines Behind
Everything Multiplayer
Raph Koster
VP Creative Design
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Social Mechanics
The Engines Behind
Everything Multiplayer
Raph Koster
VP Creative Design
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GDC 2011: Raph Koster, Social Mechanics for Social Games
What are we going to do?
Go very fast.
Over 160 slides.
I could not restrain myself.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
What are we going to do?
Go very fast.
Over 160 slides.
I could not restrain myself.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
What are we going to do?
The core 40 mechanics
of multiplayer games. Yes, all of them.
No further designrequired -- ever.*
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GDC 2011: Raph Koster, Social Mechanics for Social Games
What are we going to do?
The core 40 mechanics
of multiplayer games. Yes, all of them.
No further designrequired -- ever.*
* For certain values of ever.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
What are we going to do?
Theyll be marked like this:
For your tweetingconvenience!
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What are we going to do?
We will touch briefly ongamegrammar
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What are we going to do?
and on economic theory
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What are we going to do?
The famed psychologistStanley Milgram
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What are we going to do?
1940s science fiction
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What are we going to do?
a game called Werewolf
And
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What are we going to do?
a somewhat lengthy
discursion into
structuralist
anthropology,
for which I apologize, but not asmuch as for the time spent on
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What are we going to do?
a little
Derrida.
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But first
A good game should focus entirely on it's single-playe
first and foremost. Then if it's a simple game like a shooteuse the remaining time and space to fit in a multi-player it In other words, multi-playing should never take awaysingle-player aspect of the game. Pure multi-player gam
should be few and far between.
-- the unfortunately named New Troll, Escapist Forum
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True single-player
1 v. self/system
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Defining a single player game
A game that is not played in opposition to, or in pwith, or collaboratively with, someone els
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Defining a single player game
A game that is not played in opposition to, or in pwith, or collaboratively with, someone els
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Defining a single player game
A game that is not played in opposition to, or in pwith, or collaboratively with, someone els
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Defining a single player game
A game that is not played in opposition to, or in pwith, or collaboratively with, someone els
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Defining a single player game
A game that is not played in opposition to, or in pwith, or collaboratively with, someone els
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Defining a single player game
A game that is not played in opposition to, or in pwith, or collaboratively with, someone els
(In other words, hardly anything.)
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Boundaries
The boundary of a game is not the board, event, w
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Boundaries
Consider: is training part of the game?
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Boundaries
How abou
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Boundaries
The true boundary of a game is based on where actican legally affect gameplay stop. Training yes, dop
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Boundaries
The true boundary of a game is based on where actican legally affect gameplay stop. Training yes, dop
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Helping
The simplest form of multiplayer, present even
player games, is simple advice and assisAn outgrowth of spectating.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Helping
The simplest form of multiplayer, present even
player games, is simple advice and assisAn outgrowth of spectating.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Helping
The simplest form of multiplayer, present even
player games, is simple advice and assisAn outgrowth of spectating.
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Parallel symmetric
1 v system vs 1 v system
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Parallel symmetric games
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Status
Quantifying a players achievement against the syste
opponent.
Typically becomes multiplayer when relative status compared.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Status
Quantifying a players achievement against the syste
opponent.
Typically becomes multiplayer when relative status compared.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Races
The first user to reach a given status level wins.
(The basic boardgame, and basic sport)
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Races
The first user to reach a given status level wins.
(The basic boardgame, and basic sport)
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Leaderboards
Compete in asynchronous parallel with all historicaattempts.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Leaderboards
Compete in asynchronous parallel with all historicaattempts.
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Parallel asymmetric
1 vs system, vs 1 vs another system
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GDC 2011: Raph Koster, Social Mechanics for Social Games
A hypothetical arcade game
The player is playing nested games of
1. Steering the ship2. Hitting the asteroids with lasers
3. Dodging asteroids and bullets and UFOs
4. Getting advice from her friend over the shoulder
5. Getting as high a score as she can
6. To brag to her friend that she beat him7. And competing against everyone who has played this particul
machine
This nesting quality will be important
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Scaling parallel
Scaling parallel symmetric play to large numbers is
do in a time-bounded way. For example, a few people can play an arcade game on
other and compare
or an infinite amount can play against everyone everhigh score table
But how do you do a medium size number?
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GDC 2011: Raph Koster, Social Mechanics for Social Games
TournamentsBrackets are often a game
of their own distinct
from the scoring orstatus comparison.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
TournamentsBrackets are often a game
of their own distinct
from the scoring orstatus comparison.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
TournamentsBrackets are often a game
of their own distinct
from the scoring orstatus comparison.
Of course, tournaments
are often used for
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Opposition
1 vs 1
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Opposition
1 vs 1
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GDC 2011: Raph Koster, Social Mechanics fo Social Games
Rival and non-rival goods
A rival good is something that cannot be used
by someone else at the same time.
A non-rival good is stuff likeinformation, or the public par
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Flower-picking
Non-zero-sum resource consumption: You compete
stuff, but there is always more stuff.
Speed-up arrows on a race track even pickups in many games.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Flower-picking
Non-zero-sum resource consumption: You compete
stuff, but there is always more stuff.
Speed-up arrows on a race track even pickups in many games.
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Dot-eatingZero-sum resource co
(also territory, in a grap
Players compete to get stuff, and whatever I get, you can
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Dot-eatingZero-sum resource co
(also territory, in a grap
Players compete to get stuff, and whatever I get, you can
f
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Tug of war
I can take your stuff, you can take my stuff.
Exactly like zero-sum status.
The engine behind all combat games.
f
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Tug of war
I can take your stuff, you can take my stuff.
Exactly like zero-sum status.
The engine behind all combat games.
H di i
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Handicapping
Artificially equalizing status in ordeprovide a tighter race.
S
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Secrets
In game theory terms, imperfect information as a rivalrous good.
Fog of war, hands of cards, etc.
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Multifront opposition
1 vs 1 vs 1 vs n
G h
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Gutscheras terms
At GDC 2009 K. Robert Gutschera used different terms tha
Orthogames: games with a statistical rating outcome
Parallel symmetric games: races (OK, same term here)
Brawls: gluing together 2 player orthogames.
Politics start when you have a choice of whom to interact
Ri l d h i
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Rival goods mechanics
Several forms of brawls depend on treating resour
within the game, such as
Health
as rival goods.
Ri l d h i
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Rival goods mechanics
Several forms of brawls depend on treating resour
within the game, such as
Health
Survival
as rival goods.
Ri l d h i
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Rival goods mechanics
Several forms of brawls depend on treating resour
within the game, such as
Health
Survival
as rival goods.
T k t f
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Take many tugs of war
L t t di
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Last man standing
Biddi
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Bidding
Mediate youtug of
via a rivalro
Biddi
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Bidding
Mediate youtug of
via a rivalro
S i l ff t d d h i ti
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Social effects depend on humanization
Numerous social science experiments have found thvariety of psychological effects only occur when wthe interlocutor is human, or like us.
The Milgram buzzer experiment
Zimbardos work
(Mirror neurons are all the rage.)
S i l ff t d d h i ti
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Social effects depend on humanization
Numerous social science experiments have found thvariety of psychological effects only occur when wthe interlocutor is human, or like us.
The Milgram buzzer experiment
Zimbardos work
(Mirror neurons are all the rage.)
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Deception and bluffing
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Once secrets are treated as goods, misinformation bform of tug-of-war.
Deception and bluffing
Deception and bluffing
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Once secrets are treated as goods, misinformation bform of tug-of-war.
Deception and bluffing
3rd party betting
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3rd party betting
3rd parties play a bidding game against a rivalrous repool, based on the outcome of a multiplayer game
Prisoners Dilemma
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Prisoner s Dilemma
Teammates with secrets from each other who must independently to collaborate or both lose.
Except by dpla
Kriegspiel
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Kriegspiel
Credited to Von Reiswitz
First used around 1812 as a form of training for the Pru
Kriegspiel
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Kriegspiel
Credited to Von Reiswitz
First used around 1812 as a form of training for the Pru
Kriegspiel
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Kriegspiel
Popularized by science fiction writers H G Wells wrote Floor Games (1911) and Little Wars (1913)
Which led to Fletcher Pratt designing naval wargames in the 1940s
Kriegspiel
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Kriegspiel
Some of whom went on to invent the think tank.
Kriegspiel
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Kriegspiel
Some of whom went on to invent the think tank.
Gamesmaster pattern
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Gamesmaster pattern
A multiplayer game that relieson a third party to direct thegame an evolution of thenon-mechanic referee.
(U
Gamesmaster pattern
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Gamesmaster pattern
A multiplayer game that relieson a third party to direct thegame an evolution of thenon-mechanic referee.
Leads directly
to
(U
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Small groups
n vs n
Werewolf
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Werewolf
Aka Mafia, etc
A game where players have secret roles Villager, werewolf, various other small optional ones
Werewolf
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Werewolf
Aka Mafia, etc
A game where players have secret roles Villager, werewolf, various other small optional ones
Werewolf
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Werewolf
Aka Mafia, etc
A game where players have secret roles Villager, werewolf, various other small optional ones
Werewolf
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Werewolf
Wolves get to kill off villagers, Villagers get to lynch
Tons of these mechanics are present: deception, PrisonDilemma, brawls, gamemaster
Werewolf
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Werewolf
Wolves get to kill off villagers, Villagers get to lynch
Tons of these mechanics are present: deception, PrisonDilemma, brawls, gamemaster
Roles
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RolesSpecialization into different games within one group
Roles
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GDC 2011: Raph Koster, Social Mechanics for Social Games
RolesSpecialization into different games within one group
Hot potato/ganging up
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Hot potato/ganging up
Rotation of roles within a multiplayer game (often acreating ad-hoc groups.
Think of tag
Hot potato/ganging up
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Hot potato/ganging up
Rotation of roles within a multiplayer game (often acreating ad-hoc groups.
Think of tag
Tag
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Tag
Layering of multiplayer mechanics gives way to whole new
Add secrets: Blind Mans Bluff.
Add dot eating: Duck Duck Goose (compete for the chair)
Addflower-picking: Freeze tag.
Addgrouping: Cops and Robbers.
But then theres Olly Olly Oxen Free! (or whatever) whaabout?
Rituals
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Rituals
Ceremonies marking significant role transitions witsocial structure.
Rituals
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Rituals
Ceremonies marking significant role transitions witsocial structure.
Functionalism
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Functionalism
Sociology and anthropology used to see all of groupinteraction as being about structure: groups as orthat make the body work.
Today the field has moved on, but its a useful lens fmultiplayer game designers!
Ritualism and lifecycles
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Ritualism and lifecyclesCompare Robert Mertons theory of deviance to player lifec
1. First, users try to conform to the rules as they work to understa
2. Then they try to innovate and reach the goals in new ways.
3. Then they keep doing things the right way but stop caring abobjective. This is called ritualism, and he has a great Hopi rain example.
4. Then theyretreat and stop caring about the goal orthe metho
5. Finally, theyrebeland start doing their own thing.
Common rituals
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Common rituals Transitions of state (birth, marriage, death, levelling up)
Holidays (environmental transitions, commemoration of
transitions of state) Religious (requests for intervention)
These are often marked by mechanics such as
Changes of uniform
Gatherings But above allgifts.
Common rituals
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Common rituals Transitions of state (birth, marriage, death, levelling up) Holidays (environmental transitions, commemoration of
individual transitions of state) Religious (requests for intervention)
These are often marked by mechanics such as Changes of uniform Gatherings But above allgifts.
Common rituals
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Common rituals Transitions of state (birth, marriage, death, levelling up) Holidays (environmental transitions, commemoration of
individual transitions of state) Religious (requests for intervention, comfort)
These are often marked by mechanics such as Changes of uniform Gatherings But above allgifts.
Common rituals
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GDC 2011: Raph Koster, Social Mechanics for Social Games
Common rituals Transitions of state (birth, marriage, death, levelling up) Holidays (environmental transitions, commemoration of
individual transitions of state) Religious (requests for intervention, comfort)
These are often marked by mechanics such as Changes of uniform Gatherings But above allgifts.
Common rituals
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GDC 2011: Raph Koster, Social Mechanics for Social Games
C Transitions of state (birth, marriage, death, levelling up) Holidays (environmental transitions, commemoration of
individual transitions of state) Religious (requests for intervention, comfort)
These are often marked by mechanics such as Changes of uniform Gatherings But above allgifts.
Gifts are ubiquitous
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q
We give away the bride
Gifts are ubiquitous
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q
We give away the bride
We give gifts at major holidays
Gifts are ubiquitous
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q
We give away the bride
We give gifts at major holidaysWe gift the land with a bride at solstice
Gifts are ubiquitous
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q
We give away the bride
We give gifts at major holidaysWe gift the land with a bride at solstice
We give gifts to the dead to take with them
Gifts are ubiquitous
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q
We give away the bride
We give gifts at major holidaysWe gift the land with a bride at solstice
We give gifts to the dead to take with them
We give gifts at weddings
Gifts are ubiquitous
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q
We give away the bride
We give gifts at major holidaysWe gift the land with a bride at solstice
We give gifts to the dead to take with them
We give gifts at weddings
We give gifts to babies
Gifts are ubiquitous
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q
We give away the bride
We give gifts at major holidaysWe gift the land with a bride at solstice
We give gifts to the dead to take with them
We give gifts at weddings
We give gifts to babies
We throw t-shirts at hockey games
Gifts
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Transferring a rivalrous good to another actor in ordincrease their status.
Gifts
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Transferring a rivalrous good to another actor in ordincrease their status.
Gift theory
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y
Marcel Mauss in Essai sur le Don Gifts are never free to either party.
Reciprocal exchange is typical. Failure to return a gift in Polynesia costs you mana.
There are three steps: give, receive, reciprocate. Each ceach can have consequences.
Gifts are inalienable they always retain their sourc
Kashmiri anecdote
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A Kashmiri tale tells of two Brahmin womtried to fulfill their obligations for alms-
simply by giving alms back and forth toanother. On their deaths they were traninto two poisoned wells from which no drink, reflecting the barrenness of this wsimulacrum of giving.
--Wikipedia, summarizing an anecdote itself summarized in Gift: Imagination and the Erotic Life of Property,who got it
Reciprocity
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p y
In an iterativesimulation, the social
expectation of afuture return of a gift.
Reciprocity
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p y
In an iterativesimulation, the social
expectation of afuture return of a gift.
Tiers of economy
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Non-market economies: no concept of price
Generalized reciprocity:just give, whee, no expectations! Reciprocity resides in satisfaction, social closeness. In western society this te
gifting between family members, etc
Balanced reciprocity: expectation of a return gift at an undefined futu Still pretty informal. This is where social game gifting tends to reside.
Negative reciprocity: barter systems, which enable transactions betwe
strangers. A way to establish friendly relations when meeting strangers.
Mentoring & twinking
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Onboarding and socializing group members via the giftinnon-
Giving a
Or Mwhen
Anex
soci
y
Mentoring & twinking
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Onboarding and socializing group members via the giftinnon-
Giving a
Or Mwhen
Anex
soci
y
Mentoring & twinking
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Onboarding and socializing group members via the giftinnon-
Giving a
Or Mwhen
Anex
soci
y
Identity
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Means of displaying status and role via rivalrous goo
Extremely important with groups, from skins vs shirts
gear, etc.
Ostracism
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Group removal via denial of common resources.
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Networks
Scale-free social structures
Clustering
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Until now we have talked about groups, which kindlike this:
In social networking theory, these are called cluster And they often have weak ties to other clusters.
Clustering
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Until now we have talked about groups, which kindlike this:
In social networking theory, these are called cluster And they often have weak ties to other clusters.
Clustering
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Until now we have talked about groups, which kindlike this:
In social networking theory, these are called cluster And they often have weak ties to other clusters.
Networks
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Technical term: scale-free networks.
A very particular sort of structural pattern and unhuman society.
Networks
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Technical term: scale-free networks.
A very particular sort of structural pattern and unhuman society.
Oddly, social network gamesmakevery poor use of social
network theory
Preferential attachment
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Rich get richer syndrome
A new person coming into a network tends to pick the
popular node to connect to.
Preferential attachment
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Rich get richer syndrome
A new person coming into a network tends to pick the
popular node to connect to.
Power laws
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The mathematical distribution of popularity of link destin
There are consequences to this distribution. Median lower than the mean Unknowability of the network Unequal information dissemination Network longevity and hub vulnerability
Bose-Einstein condensate
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Aphase transitionwhere a networks power law getsextremely kinked that a single hub dominates:
Windows operating system
Tiger Woods win-loss record earlier in his career
The winning kingdom in Shadowbane
Channel capacity & sympathy group
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Lots of evidence to suggest that your
knowable part of the network is limited Robin Dunbar, monkeysphere etc
This leads to special mechanics when
dealing with nodes at different graphdistances.
Trust
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Trust up close and its non-transitive!
Reputation at midrange
Faith at a distance (aka social contract)
Trustl d
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Trust up close and its non-transitive!
Reputation at midrange
Faith at a distance (aka social contract)
Homogeneity
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Tightly linked nodes tend to be homogeneous likinsame things
This also introduces interesting liabilities in gameplay
As those with kids know, ones peer group carries msocial weight than authority
Combined with trust and other network characterisget
Guilds/tribes
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Association of self-similar nodes into a multi-clustenetwork with its own social identity
Guilds/tribes
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Association of self-similar nodes into a multi-clustenetwork with its own social identity
Guilds vs Neighbor Structures
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T. B. Naik specifies these as the identifiers oftribes:
social distance from other tribes
frequency of contact
community of interests
scale
compactness and self-sufficiency
politically organized
customary laws multifarious economic pursuits
Impact of scale
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Different social structures at different scales:
BandsNo fixed home
"Egalitarian" leadership
No real bureaucracy
No lawsUnstratified culture
TribesA single home
"Egalitarian" or "big-man"
Organized resource extraction
Still unstratified
ChieMan
Castes
Cronyism
Bureau
Taxes, indens
Public
Luxuri
Dozens Hundreds Th
Impact of scale
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Different social structures at different scales:
BandsNo fixed home
"Egalitarian" leadership
No real bureaucracy
No lawsUnstratified culture
TribesA single home
"Egalitarian" or "big-man"
Organized resource extraction
Still unstratified
ChieMan
Castes
Cronyism
Bureau
Taxes, indens
Public
Luxuri
Dozens Hundreds Th
Segregation and genocide
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Mathematical simulations show that given a petri dstructures always
Self-segregate
Annihilate each other
Exclusivityh f d d h
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The use of identity and otherearlier mechanics tomanipulate the value ofrivalrous and non-rivalrous
goods.
Also known as velvet rope.
ExclusivityTh f id i d h
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The use of identity and otherearlier mechanics tomanipulate the value ofrivalrous and non-rivalrous
goods.
Also known as velvet rope.
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Massive groups
Designing games at the societal level
OK, I have to stop and say this.
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Massive groups
Designing games at the societal level
Social games have the largest game canvasin all of HISTORY.
And yet social games are designedprimarily at the single-player level, with
minor multiplayer mechanics.
From here on up, its uncharted territory.
But it is also the potentialand the future
and the GLORY of social games.
Swapping models
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The functionalist way to look at things is:
Game systems that are problems of control andcoordination at a societal level
-- Herb
Resource distribution, goods production, etc.
Structuralism
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The sequel to functionalism! More of an emotional
also now out of favor:
Meaning produced and reproduced via practiceactivities that are systems of signification
-- Claude Lvi-Strauss
(Such as games)
Guild vs guild
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Large-scale interactions using available systems to ccompetition between social entities
Trade and contract
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Formalized means of allowing mutually beneficialinteractions between overly-distant nodes on the
Trade and contract
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Formalized means of allowing mutually beneficialinteractions between overly-distant nodes on the
MMOs versus social games
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MMOs developed stronger social structures than sogames, because they had shared economic particip
despite not having constancy.
Social games usually have constancy without sharedeconomic participation!
Anthony Giddens
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Social structure as game rules
Ant farming or goldfish bowl
Structure, Modality, Interaction Structure is the rules and resources
Modalityhow structures become action.
Interactionwhat the actor actually does
This analogizes directly to the forms of rules in Ruleor to the MDA framework.
Post-structural thinking
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A challenge:
A lot of post-structural thinking is about seeing pastand to shades of gray.
Moving beyond dualities such as neighbor and not,
not.
Games do this poorly. But
The PASES model
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Five general ways of building large, shades-of-gray social structmultiplayer games:
PoliticsArts
Science
Economics
Sociology
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Politics
Influence and social control
Actors of any distance from the
Elections
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Actors of any distance from the
interaction apply a rivalrous good towards
an objective metric that applies
network-wide.
orA
the
Reputation, influence and fame
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Quantified signifiers for social currency, and formalspending of this rivalrous good.
Conflict theory
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The European post-structuralism:
Structures are developed out of conflict betweenwith differing interests and resources.
Bartle
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Structure vs agency
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The big question: are we locked into the game desig
Structure creates habitus a structure of mind, a set o
schemata what goes without saying for a group -- PBourdieu
The same question as socialization vs autonomy.
Structuration
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Anthony Giddens in 1984 had an answer:
Social life is both the small andthe big
People constantly reinforce and extend the structure tactions
And the structure constrains what they can do
So theres a reflexive action that makes things changoverall, slowly.
Which leads to interesting game problems such as
Public goods
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Like a multiple player prisoners dilemma. Public gonon-rivalrous, so there is a temptation to enjoy th
with no contribution. For example, breathing. Pubparks.
Tragedy of the Commons
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Flip side of public goods: if they are rivalrous, then tget used up. Classic example, the commons in a v
Or spawns, territory, etc. The game is insolving the
unsolvable.
Tragedy of the Commons
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Flip side of public goods: if they are rivalrous, then tget used up. Classic example, the commons in a v
Or spawns, territory, etc. The game is insolving the
unsolvable.
An
Community
h l O
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Where we start playing games on YOU.
A properly managed community is structuration and becomes the ultimate political game
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Science
Figuring out how things work
ARGs and Puzzles
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Ridiculously complex puzzles can be solved by hive brains.
ARG puzzles such as image-based steganography hidden innoise in a poster. Combat system algorithms in an MMO
Underlying logical rules discovered via experimental mequals
Strategy guidesThe transformation of rule-based secrets into a pub
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The transformation of rule based secrets into a pub
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Sociology
The guts of sociability
MLS
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Multilevel Selection Theory
Natural selection can be affected by cooperationgroup level.
-- David Sloan Wilson
TeamworkThe aggregation of social mechanics leading to the emergen
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The aggregation of social mechanics leading to the emergengreater across-the-board competence.
Wisdom of Crowds, DPS system
Interdependence and scaling issue
S l f k hi hl i l d f f il
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Scale-free networks are highly insulated from failure.
But collapse occurs if hubs are suddenly removed.
If your game design has hubs and one breaks
(cfStar Wars Galaxies, Pirates of the Burning Sea)
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Economics
Fundamental multiplayer dilemma
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The game equivalent of psychologys Fundamental Attribu
The basic premise of economics is mutual improvemoptimal distribution of resources.
Its a way for a group to level up.
This is anathema to games.
Veblen goods
A d h l f f b i h i
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A good where peoples preference for buying them ibecause of their price.
Luxury cars Limited Edition virtual items
See also: soulbinding, level limits, etc.
Services
Cl d l b f f t i
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Classes and roles can be seen as forms of asymmetri
Even mechanic #1, helping is a service!
So are numerous others on the list.
In other cases, mechanics are premised in unequalcontributions.
All of these aregenerally non-quantifiable.
Therefore, cheating
R d F KidT d l
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Randy Farmers KidTrade proposal Gifting Twinking
Gifting + Multiple Chars/ServerMuling
Gifting + Messaging + Trust Trading
Trading Messaging Trust + In World Machinery Robust Trading
Robust Trading + Scarcity+ Liquidity External Market (eBay)
External Market Trust + In World Machinery GOM
Gifts inevitably cause Real Money Trade, which is a
Allowing unequal quantified valuations of the same
Arbitrage
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g q qarise within the system, and permitting trade thatthem.
Allowing unequal quantified valuations of the same
Arbitrage
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g q qarise within the system, and permitting trade thatthem.
Supply chains
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Cascading inequal valuations of goodsin sequence.
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Arts
The act of invention
Games Are
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Games Are
solving statistically varied challenge situations present
opponent who may or may not be algorithmic within a fthat is a defined systemic model.
-- me
Statistical variations are handcrafted, randomized o
User generated content
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Forums.
Character art.
Roleplay narratives. Fan fiction.
Player conventions.
Weddings.
Game maps.
The game has to be designed to encompass and permit this so
User generated content
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Forums.
Character art.
Roleplay narratives. Fan fiction.
Player conventions.
Weddings.
Game maps.
The game has to be designed to encompass and permit this so
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Deconstruction
Taking it all apart
Remember the quote?
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A good game should focus entirely on it's single-playefirst and foremost. Then if it's a simple game like a shoote
use the remaining time and space to fit in a multi-player it In other words, multi-playing should never take awaysingle-player aspect of the game. Pure multi-player gam
should be few and far between.
-- the unfortunately named New Troll, Escapist Forum
DerridaAs a turning toward the presence, lost or impossible, of the absent o
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g p , p ,structuralist thematic of broken immediateness is thus the sad, nenostalgic, guilty, Rousseauist facet of the thinking of freeplay of whNietzschean affirmation-the joyous affirmation of the freeplay of t
without truth, without origin, offered to an active interpretation-wother side. This affirmation then determines the non-center otherwloss of the center.And it plays the game without security. For therefreeplay: that which is limited to the substitution of given and existpieces. In absolute chance, affirmation also surrenders itself togenindetermination, to the seminaladventure of the trace.
-- Structure, Sign, and Play in the H
DerridaAs a turning toward the presence, lost or impossible, of the absent o
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g p , p ,structuralist thematic of broken immediateness is thus the sad, nenostalgic, guilty, Rousseauist facet of the thinking of freeplay of whNietzschean affirmation-the joyous affirmation of the freeplay of t
without truth, without origin, offered to an active interpretation-wother side. This affirmation then determines the non-center otherwloss of the center.And it plays the game without security. For therefreeplay: that which is limited to the substitution of given and existpieces. In absolute chance, affirmation also surrenders itself togenindetermination, to the seminaladventure of the trace.
-- Structure, Sign, and Play in the H
Griefing
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Griefing can be an act of game literacy: engaging in
ultimate transgressive play with the system,Or the act of virtual soc
For brawls and races, see Characteristics of Multiplayer Games: Lessons from the World of Paper Gam
Hidden info
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, f p y f f pGutschera, GDC2009.
The MDA framework is described inMDA: A Formal Approach to Game Design and Game ResearchLeBlanc, and Zubek.
I recommend Linkedby Albert-Lazslo Barabasi for an intro to social networks, and Influence by Robmore on influence structures. And of course you read Rules of Play and Designing Virtual Worlds rig
For more on network structures, I refer you to my GDC2003 presentation Small Worlds: CompetitivStructures in Online Worlds and its extensive bibliography. Theres a series On Trust on my blog a
I would start with Wikipedia for reading up on sociology and anthropology.
You can read Randy Farmers KidTrade: A Design for an eBay-resistant Virtual Economy on his webshttp://habitatchronicles.com/Habitat/KidTrade.pdf
More on interdependences issues at http://www.next-gen.biz/news/what-went-wrong-with-pirate
You can read Derridas Structure, Sign and Play at http://hydra.humanities.uci.edu/derrida/sign-p
Writing and Difference. If you really, really, really want to.
All the art came from http://icons.mysitemyway.comin the royalty-free Rounded Glossy Black Icons set.
Special Thanks to John Donham & Jenny Kropko and Patrick Ferland (for PASES)
This presentation and dozens more are available in various formats on my website:
http://www.raphkoster.com
http://habitatchronicles.com/Habitat/KidTrade.pdfhttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://hydra.humanities.uci.edu/derrida/sign-play.htmlhttp://icons.mysitemyway.com/http://www.raphkoster.com/http://www.raphkoster.com/http://icons.mysitemyway.com/http://hydra.humanities.uci.edu/derrida/sign-play.htmlhttp://hydra.humanities.uci.edu/derrida/sign-play.htmlhttp://hydra.humanities.uci.edu/derrida/sign-play.htmlhttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://habitatchronicles.com/Habitat/KidTrade.pdf8/4/2019 Koster Social Social-Mechanics GDC2011
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