social mechanics the engines behind everything multiplayer

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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. Social Mechanics The Engines Behind Everything Multiplayer. For Social Games. Raph Koster VP Creative Design. What are we going to do?. Go very fast. Over 160 slides. - PowerPoint PPT Presentation

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Page 1: Social Mechanics The  Engines Behind Everything Multiplayer

Social Mechanics

The Engines BehindEverything Multiplayer

Raph KosterVP Creative Design

Page 2: Social Mechanics The  Engines Behind Everything Multiplayer

Social Mechanics

The Engines BehindEverything Multiplayer

Raph KosterVP Creative Design

For Social Games

Page 3: Social Mechanics The  Engines Behind Everything Multiplayer

3GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

Go very fast.Over 160 slides.I could not restrain

myself.

Page 4: Social Mechanics The  Engines Behind Everything Multiplayer

4GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

Go very fast.Over 160 slides.I could not restrain

myself.

190

Page 5: Social Mechanics The  Engines Behind Everything Multiplayer

5GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

The core 40 mechanics of multiplayer games.• Yes, all of them.• No further design

required -- ever.*

Page 6: Social Mechanics The  Engines Behind Everything Multiplayer

6GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

The core 40 mechanics of multiplayer games.• Yes, all of them.• No further design

required -- ever.*

* For certain values of “ever.”

Page 7: Social Mechanics The  Engines Behind Everything Multiplayer

7GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

They’ll be marked like this:

For your tweeting convenience!

25

Page 8: Social Mechanics The  Engines Behind Everything Multiplayer

8GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

They’ll be marked like this:

For your tweeting convenience!

25Now with social-

game specific notes!

Page 9: Social Mechanics The  Engines Behind Everything Multiplayer

9GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

We will touch briefly on game grammar…

Page 10: Social Mechanics The  Engines Behind Everything Multiplayer

10GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

…and on economic theory…

Page 11: Social Mechanics The  Engines Behind Everything Multiplayer

11GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

…The famed psychologist Stanley Milgram…

Page 12: Social Mechanics The  Engines Behind Everything Multiplayer

12GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

…1940’s science fiction…

Page 13: Social Mechanics The  Engines Behind Everything Multiplayer

13GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

…a game called Werewolf…

And…

Page 14: Social Mechanics The  Engines Behind Everything Multiplayer

14GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

…a somewhat lengthydiscursion intostructuralist

anthropology,

for which I apologize, but not as much as for the time spent on…

Page 15: Social Mechanics The  Engines Behind Everything Multiplayer

15GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

What are we going to do?

…a littleDerrida.

Page 16: Social Mechanics The  Engines Behind Everything Multiplayer

16GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

But first…

“A good game should focus entirely on it's single-player aspect first and foremost. Then if it's a simple

game like a shooter or racer, use the remaining time and space to fit in a multi-player aspect to it… In other words,

multi-playing should never take away from the single-player aspect of the game. Pure multi-player games

really should be few and far between.”

-- the unfortunately named New Troll, Escapist Forums, 23 June 2009

Page 17: Social Mechanics The  Engines Behind Everything Multiplayer

17GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Page 18: Social Mechanics The  Engines Behind Everything Multiplayer

True single-player1 v. self/system

Page 19: Social Mechanics The  Engines Behind Everything Multiplayer

19GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Defining a “single player game”

A game that is not played in opposition to, or in parallel with, or collaboratively with, someone

else.

Page 20: Social Mechanics The  Engines Behind Everything Multiplayer

20GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Defining a “single player game”

A game that is not played in opposition to, or in parallel with, or collaboratively with, someone

else.

Page 21: Social Mechanics The  Engines Behind Everything Multiplayer

21GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Defining a “single player game”

A game that is not played in opposition to, or in parallel with, or collaboratively with, someone

else. This is most social

games today

Page 22: Social Mechanics The  Engines Behind Everything Multiplayer

22GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Defining a “single player game”

A game that is not played in opposition to, or in parallel with, or collaboratively with, someone

else.

Page 23: Social Mechanics The  Engines Behind Everything Multiplayer

23GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Defining a “single player game”

A game that is not played in opposition to, or in parallel with, or collaboratively with, someone

else.

This is

the biggest

potential f

or social

games

Page 24: Social Mechanics The  Engines Behind Everything Multiplayer

24GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Defining a “single player game”

A game that is not played in opposition to, or in parallel with, or collaboratively with, someone

else.

(In other words, hardly anything.)

Page 25: Social Mechanics The  Engines Behind Everything Multiplayer

25GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Boundaries

The boundary of a game is not the board, event, world, etc.

Page 26: Social Mechanics The  Engines Behind Everything Multiplayer

26GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Boundaries

Consider: is training “part of the game”?

Page 27: Social Mechanics The  Engines Behind Everything Multiplayer

27GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Boundaries

How about doping?

Page 28: Social Mechanics The  Engines Behind Everything Multiplayer

28GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Boundaries

The true boundary of a game is based on where actions that can legally affect gameplay stop. Training yes, doping no.

Page 29: Social Mechanics The  Engines Behind Everything Multiplayer

29GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Boundaries

The true boundary of a game is based on where actions that can legally affect gameplay stop. Training yes, doping no.

Because of t

his,

think outsi

de

your g

ame rules

Page 30: Social Mechanics The  Engines Behind Everything Multiplayer

30GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Helping

1

The simplest form of multiplayer, present even in single-player games, is simple advice and

assistance.An outgrowth of “spectating.”

Page 31: Social Mechanics The  Engines Behind Everything Multiplayer

31GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Helping

1

The simplest form of multiplayer, present even in single-player games, is simple advice and

assistance.An outgrowth of “spectating.”

How crappy a

re

your f

orums?

Page 32: Social Mechanics The  Engines Behind Everything Multiplayer

32GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Helping

1

The simplest form of multiplayer, present even in single-player games, is simple advice and

assistance.An outgrowth of “spectating.”

How crappy a

re

your f

orums?

Is your game deserving of

needing help?

Page 33: Social Mechanics The  Engines Behind Everything Multiplayer

Parallel symmetric1 v system vs 1 v system

Page 34: Social Mechanics The  Engines Behind Everything Multiplayer

34GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Parallel symmetric games

Page 35: Social Mechanics The  Engines Behind Everything Multiplayer

35GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Status

Quantifying a player’s achievement against the systemic opponent.

Typically becomes multiplayer when relative status is compared.

2

Page 36: Social Mechanics The  Engines Behind Everything Multiplayer

36GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Status

Quantifying a player’s achievement against the systemic opponent.

Typically becomes multiplayer when relative status is compared.

2Curre

ntly m

ostly

used in

Blit

z

puzzle games

Page 37: Social Mechanics The  Engines Behind Everything Multiplayer

37GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Races

The first user to reach a given status level wins.(The basic boardgame, and basic sport)

3

Page 38: Social Mechanics The  Engines Behind Everything Multiplayer

38GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Races

The first user to reach a given status level wins.(The basic boardgame, and basic sport)

3

Curiously absent!

Why not have races to level?

Page 39: Social Mechanics The  Engines Behind Everything Multiplayer

39GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Leaderboards

Compete in asynchronous parallel with all historical attempts.

4

Page 40: Social Mechanics The  Engines Behind Everything Multiplayer

40GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Leaderboards

Compete in asynchronous parallel with all historical attempts.

4

Neighbor bars

Page 41: Social Mechanics The  Engines Behind Everything Multiplayer

Parallel asymmetric1 vs system, vs 1 vs another system

Page 42: Social Mechanics The  Engines Behind Everything Multiplayer

42GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

A hypothetical arcade game

The player is playing nested games of…1. Steering the ship2. Hitting the asteroids with lasers3. Dodging asteroids and bullets and UFOs4. Getting advice from her friend over the shoulder5. Getting as high a score as she can6. To brag to her friend that she beat him7. And competing against everyone who has played this particular

arcade machine

This nesting quality will be important…

Page 43: Social Mechanics The  Engines Behind Everything Multiplayer

43GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Scaling parallel

Scaling parallel symmetric play to large numbers is hard to do in a time-bounded way.• For example, a few people can play an arcade game

one after the other and compare… • …or an infinite amount can play against everyone ever

via the high score table…

But how do you do a medium size number?

Page 44: Social Mechanics The  Engines Behind Everything Multiplayer

44GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

TournamentsBrackets are often a

game of their own distinct from the scoring or status comparison.

5

Page 45: Social Mechanics The  Engines Behind Everything Multiplayer

45GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

TournamentsBrackets are often a

game of their own distinct from the scoring or status comparison.

5Social games often use

supersimple level

bracketing for PvP matchmaking

Page 46: Social Mechanics The  Engines Behind Everything Multiplayer

46GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

TournamentsBrackets are often a

game of their own distinct from the scoring or status comparison.

Of course, tournaments are often used for…

5Social games often use

supersimple level

bracketing for PvP matchmaking

Page 47: Social Mechanics The  Engines Behind Everything Multiplayer

Opposition1 vs 1

Page 48: Social Mechanics The  Engines Behind Everything Multiplayer

Opposition1 vs 1

You could almost

skip this

category for

social games

Page 49: Social Mechanics The  Engines Behind Everything Multiplayer

49GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

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 like information, or the public park.

Page 50: Social Mechanics The  Engines Behind Everything Multiplayer

50GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Flower-picking

Non-zero-sum resource consumption: You compete to get stuff, but there is always more stuff.

Speed-up arrows on a race track… even pickups in many games.

6

Page 51: Social Mechanics The  Engines Behind Everything Multiplayer

51GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Flower-picking

Non-zero-sum resource consumption: You compete to get stuff, but there is always more stuff.

Speed-up arrows on a race track… even pickups in many games.

6 How limited

edition goods

actually work

Page 52: Social Mechanics The  Engines Behind Everything Multiplayer

52GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Dot-eatingZero-sum resource consumption.

(also “territory”, in a graph theory sense).

Players compete to get stuff, and whatever I get, you can’t have.

7

Page 53: Social Mechanics The  Engines Behind Everything Multiplayer

53GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Dot-eatingZero-sum resource consumption.

(also “territory”, in a graph theory sense).

Players compete to get stuff, and whatever I get, you can’t have.

7How players think limited

edition goods work

Page 54: Social Mechanics The  Engines Behind Everything Multiplayer

54GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Tug of war

I can take your stuff, you can take my stuff.

Exactly like “zero-sum status.”The engine behind all combat games. 8

Page 55: Social Mechanics The  Engines Behind Everything Multiplayer

55GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Tug of war

I can take your stuff, you can take my stuff.

Exactly like “zero-sum status.”The engine behind all combat games. 8

Perhaps the best

current definition of

“core” in social

games

Page 56: Social Mechanics The  Engines Behind Everything Multiplayer

56GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Handicapping

Artificially equalizing status in order to provide a tighter race.9

Page 57: Social Mechanics The  Engines Behind Everything Multiplayer

57GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Secrets

In game theory terms, “imperfect information” – knowledge as a rivalrous good.

Fog of war, hands of cards, etc.10

Page 58: Social Mechanics The  Engines Behind Everything Multiplayer

Multifront opposition1 vs 1 vs 1 vs … n

Page 59: Social Mechanics The  Engines Behind Everything Multiplayer

59GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Gutschera’s terms

At GDC 2009 K. Robert Gutschera used different terms than mine:

• 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

with.

Page 60: Social Mechanics The  Engines Behind Everything Multiplayer

60GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Rival goods mechanics

Several forms of “brawls” depend on treating resources within the game, such as…

Health

as rival goods.

Page 61: Social Mechanics The  Engines Behind Everything Multiplayer

61GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Rival goods mechanics

Several forms of “brawls” depend on treating resources within the game, such as…

HealthSurvival

as rival goods.

Page 62: Social Mechanics The  Engines Behind Everything Multiplayer

62GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Rival goods mechanics

Several forms of “brawls” depend on treating resources within the game, such as…

HealthSurvival

Stuff

as rival goods.

Page 63: Social Mechanics The  Engines Behind Everything Multiplayer

63GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Take many tugs of war…

Page 64: Social Mechanics The  Engines Behind Everything Multiplayer

64GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Last man standing

11

Page 65: Social Mechanics The  Engines Behind Everything Multiplayer

65GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

BiddingMediate your

status tug of war

via a rivalrous good.

12

Page 66: Social Mechanics The  Engines Behind Everything Multiplayer

66GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

BiddingMediate your

status tug of war

via a rivalrous good.

12

One of the great mysteries of social

gaming: where’s the silent auctions?

Page 67: Social Mechanics The  Engines Behind Everything Multiplayer

67GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Social effects depend on humanization

Numerous social science experiments have found that a variety of psychological effects only occur when we think the interlocutor is human, or “like us.”

• The Milgram buzzer experiment• Zimbardo’s work

(Mirror neurons are all the rage.)

Page 68: Social Mechanics The  Engines Behind Everything Multiplayer

68GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Social effects depend on humanization

Numerous social science experiments have found that a variety of psychological effects only occur when we think the interlocutor is human, or “like us.”

• The Milgram buzzer experiment• Zimbardo’s work

(Mirror neurons are all the rage.)

Why don’t we use

psychology?

Page 69: Social Mechanics The  Engines Behind Everything Multiplayer

69GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Booing

The multiplayer evolution of “helping”A psychological 3rd party attack – it only works on

human opponents.

Lousy communication channels?

Page 70: Social Mechanics The  Engines Behind Everything Multiplayer

70GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Once secrets are treated as goods, misinformation becomes a form of tug-of-war.

Deception and bluffing

13

Excessive

dependence on

quantification?

Page 71: Social Mechanics The  Engines Behind Everything Multiplayer

71GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Once secrets are treated as goods, misinformation becomes a form of tug-of-war.

Deception and bluffing

13Too many engineers in control?

Page 72: Social Mechanics The  Engines Behind Everything Multiplayer

72GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

3rd party betting

3rd parties play a bidding game against a rivalrous resource pool, based on the outcome of a multiplayer game.

14

Virtually none

of the psych-

dependent

mechanics are

used

Page 73: Social Mechanics The  Engines Behind Everything Multiplayer

73GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Prisoner’s Dilemma

Teammates with secrets from each other who must choose independently to collaborate or both lose.

15Except by devs against players

Page 74: Social Mechanics The  Engines Behind Everything Multiplayer

74GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Kriegspiel

Credited to Von Reiswitz• First used around 1812 as a form of training for the

Prussian army

Page 75: Social Mechanics The  Engines Behind Everything Multiplayer

75GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Kriegspiel

Credited to Von Reiswitz• First used around 1812 as a form of training for the

Prussian army

Page 76: Social Mechanics The  Engines Behind Everything Multiplayer

76GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

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

Page 77: Social Mechanics The  Engines Behind Everything Multiplayer

77GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Kriegspiel

Some of whom went on to invent the think tank.

Page 78: Social Mechanics The  Engines Behind Everything Multiplayer

78GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Kriegspiel

Some of whom went on to invent the think tank.

Page 79: Social Mechanics The  Engines Behind Everything Multiplayer

79GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Gamesmaster pattern

A multiplayer game that relies on a third party to direct the game – an evolution of the non-mechanic “referee.”

Leads directlyto… 16

(Us in this room)

Page 80: Social Mechanics The  Engines Behind Everything Multiplayer

Small groupsn vs n

Page 81: Social Mechanics The  Engines Behind Everything Multiplayer

81GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Werewolf

Aka Mafia, etcA game where players have secret roles• Villager, werewolf, various other small optional ones

Page 82: Social Mechanics The  Engines Behind Everything Multiplayer

82GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Werewolf

Aka Mafia, etcA game where players have secret roles• Villager, werewolf, various other small optional ones

Page 83: Social Mechanics The  Engines Behind Everything Multiplayer

83GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Werewolf

Aka Mafia, etcA game where players have secret roles• Villager, werewolf, various other small optional ones

Page 84: Social Mechanics The  Engines Behind Everything Multiplayer

84GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Werewolf

Wolves get to kill off villagers, Villagers get to lynch anyone• Tons of these mechanics are present: deception,

Prisoner’s Dilemma, brawls, gamemaster…

Page 85: Social Mechanics The  Engines Behind Everything Multiplayer

85GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Werewolf

Wolves get to kill off villagers, Villagers get to lynch anyone• Tons of these mechanics are present: deception,

Prisoner’s Dilemma, brawls, gamemaster…

Page 86: Social Mechanics The  Engines Behind Everything Multiplayer

86GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

RolesSpecialization into different games within one group

17

Page 87: Social Mechanics The  Engines Behind Everything Multiplayer

87GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

RolesSpecialization into different games within one group

17

Hugely underutilized – though see gems in Treasure Isle, etc

Page 88: Social Mechanics The  Engines Behind Everything Multiplayer

88GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Hot potato/ganging up

Rotation of roles within a multiplayer game (often a brawl), creating ad-hoc groups.

Think of tag…

18

Page 89: Social Mechanics The  Engines Behind Everything Multiplayer

89GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Hot potato/ganging up

Rotation of roles within a multiplayer game (often a brawl), creating ad-hoc groups.

Think of tag…

18

Page 90: Social Mechanics The  Engines Behind Everything Multiplayer

90GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Tag

Layering of multiplayer mechanics gives way to whole new games• Add secrets: Blind Man’s Bluff.• Add dot eating: Duck Duck Goose (compete for the chair)• Add flower-picking: Freeze tag.• Add grouping: Cops and Robbers.

But then there’s “Olly Olly Oxen Free!” (or whatever)… what’s that about?

Page 91: Social Mechanics The  Engines Behind Everything Multiplayer

91GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Rituals

Ceremonies marking significant role transitions within a social structure.

19

Page 92: Social Mechanics The  Engines Behind Everything Multiplayer

92GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Rituals

Ceremonies marking significant role transitions within a social structure.

19Currently done OK via wall

posts, but could be much

more!

Page 93: Social Mechanics The  Engines Behind Everything Multiplayer

93GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Functionalism

Sociology and anthropology used to see all of group interaction as being about structure: groups as “organs” that make the “body” work.

Today the field has moved on, but it’s a useful lens for multiplayer game designers!

Page 94: Social Mechanics The  Engines Behind Everything Multiplayer

94GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Ritualism and lifecyclesCompare Robert Merton’s theory of deviance to player

lifecycles:1. First, users try to conform to the rules as they work to

understand them.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

about the objective. This is called ritualism, and he has a great Hopi rain dance example.

4. Then they retreat and stop caring about the goal or the method.

5. Finally, they rebel and start doing their own thing.

Page 95: Social Mechanics The  Engines Behind Everything Multiplayer

95GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Ritualism and lifecyclesCompare Robert Merton’s theory of deviance to player

lifecycles:1. First, users try to conform to the rules as they work to

understand them.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

about the objective. This is called ritualism, and he has a great Hopi rain dance example.

4. Then they retreat and stop caring about the goal or the method.

5. Finally, they rebel and start doing their own thing.

Page 96: Social Mechanics The  Engines Behind Everything Multiplayer

96GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Ritualism and lifecyclesCompare Robert Merton’s theory of deviance to player

lifecycles:1. First, users try to conform to the rules as they work to

understand them.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

about the objective. This is called ritualism, and he has a great Hopi rain dance example.

4. Then they retreat and stop caring about the goal or the method.

5. Finally, they rebel and start doing their own thing.

Page 97: Social Mechanics The  Engines Behind Everything Multiplayer

97GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Ritualism and lifecyclesCompare Robert Merton’s theory of deviance to player

lifecycles:1. First, users try to conform to the rules as they work to

understand them.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

about the objective. This is called ritualism, and he has a great Hopi rain dance example.

4. Then they retreat and stop caring about the goal or the method.

5. Finally, they rebel and start doing their own thing.

Page 98: Social Mechanics The  Engines Behind Everything Multiplayer

98GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Ritualism and lifecyclesCompare Robert Merton’s theory of deviance to player

lifecycles:1. First, users try to conform to the rules as they work to

understand them.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

about the objective. This is called ritualism, and he has a great Hopi rain dance example.

4. Then they retreat and stop caring about the goal or the method.

5. Finally, they rebel and start doing their own thing.

Page 99: Social Mechanics The  Engines Behind Everything Multiplayer

99GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Ritualism and lifecyclesCompare Robert Merton’s theory of deviance to player

lifecycles:1. First, users try to conform to the rules as they work to

understand them.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

about the objective. This is called ritualism, and he has a great Hopi rain dance example.

4. Then they retreat and stop caring about the goal or the method.

5. Finally, they rebel and start doing their own thing.

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100GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

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 all… gifts.

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101GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Common rituals• Transitions of state (birth, marriage, death, levelling up)• Holidays (environmental transitions, commemoration of

historic or individual transitions of state)• Religious (requests for intervention)

These are often marked by mechanics such as• Changes of uniform• Gatherings• But above all… gifts.

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102GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Common rituals• Transitions of state (birth, marriage, death, levelling up)• Holidays (environmental transitions, commemoration of

historic or individual transitions of state)• Religious (requests for intervention, comfort)

These are often marked by mechanics such as• Changes of uniform• Gatherings• But above all… gifts.

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103GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Common rituals• Transitions of state (birth, marriage, death, levelling up)• Holidays (environmental transitions, commemoration of

historic or individual transitions of state)• Religious (requests for intervention, comfort)

These are often marked by mechanics such as• Changes of uniform• Gatherings• But above all… gifts.

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104GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Common rituals• Transitions of state (birth, marriage, death, levelling up)• Holidays (environmental transitions, commemoration of

historic or individual transitions of state)• Religious (requests for intervention, comfort)

These are often marked by mechanics such as• Changes of uniform• Gatherings• But above all… gifts.

This one, social games

nailed.Arguably, the only reason they are deserving of the name.

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Gifts are ubiquitous

We “give away” the bride

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106GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Gifts are ubiquitous

We “give away” the brideWe give gifts at major holidays

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107GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Gifts are ubiquitous

We “give away” the brideWe give gifts at major holidaysWe gift the land with a bride at solstice

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108GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Gifts are ubiquitous

We “give away” the brideWe give gifts at major holidaysWe gift the land with a bride at solsticeWe give gifts to the dead to take with them

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109GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Gifts are ubiquitous

We “give away” the brideWe give gifts at major holidaysWe gift the land with a bride at solsticeWe give gifts to the dead to take with themWe give gifts at weddings

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110GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Gifts are ubiquitous

We “give away” the brideWe give gifts at major holidaysWe gift the land with a bride at solsticeWe give gifts to the dead to take with themWe give gifts at weddingsWe give gifts to babies

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111GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Gifts are ubiquitous

We “give away” the brideWe give gifts at major holidaysWe gift the land with a bride at solsticeWe give gifts to the dead to take with themWe give gifts at weddingsWe give gifts to babiesWe throw t-shirts at hockey games

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Gifts

Transferring a rivalrous good to another actor in order to increase their status.

20

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Gifts

Transferring a rivalrous good to another actor in order to increase their status.

20

In social games, the rivalrous good is the gift req, not the actual gift!

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114GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Gift theory

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

can fail and each can have consequences.

Gifts are inalienable… they always retain their source.

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115GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Kashmiri anecdote“A Kashmiri tale tells of two Brahmin women

who tried to fulfill their obligations for alms-giving simply by giving alms back and forth to one another. On their deaths they were transformed into two poisoned wells from which no one could drink, reflecting the barrenness of this weak simulacrum of giving.”

-- Wikipedia, summarizing an anecdote itself summarized in Lewis Hyde’s The Gift: Imagination and the Erotic Life of Property, who

got it from who knows whereI should have cut this slide, it’s pure academic geekery, and I’m going to run out of time

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Reciprocity

In an iterative simulation, the social expectation of a future return of a gift.

21

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Reciprocity

In an iterative simulation, the social expectation of a future return of a gift.

21You do have a “return gift”

button yes?

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118GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Tiers of economy

Non-market economies: no concept of priceGeneralized reciprocity: just give, whee, no expectations!

• Reciprocity resides in satisfaction, social closeness. In western society this tends to be gifting between family members, etc

Balanced reciprocity: expectation of a return gift at an undefined future date.• Still pretty informal. This is where social game gifting tends to reside.

Negative reciprocity: barter systems, which enable transactions between strangers.• A way to establish friendly relations when meeting strangers.

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Mentoring & twinkingOnboarding and socializing group members via the gifting of

rivalrous or non-rivalrous goods.• Giving a car at graduation

• Or Mickey Mouse earswhen you join Disney.

An asymmetricexchange: I get

social obligation,you get value.

22

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120GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Mentoring & twinkingOnboarding and socializing group members via the gifting of

rivalrous or non-rivalrous goods.• Giving a car at graduation

• Or Mickey Mouse earswhen you join Disney.

An asymmetricexchange: I get

social obligation,you get value.

22

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121GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Mentoring & twinkingOnboarding and socializing group members via the gifting of

rivalrous or non-rivalrous goods.• Giving a car at graduation

• Or Mickey Mouse earswhen you join Disney.

An asymmetricexchange: I get

social obligation,you get value.

22

Would likely speed player

content consumption, but

strengthens community ties

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Identity

Means of displaying status and role via rivalrous goods.• Extremely important with groups, from skins vs shirts

to class gear, etc.

23

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Ostracism

Group removal via denial of common resources.

24

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NetworksScale-free social structures

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Clustering

Until now we have talked about groups, which kind of look like this:

In social networking theory, these are called clusters.• And they often have weak ties to other clusters.

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126GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Clustering

Until now we have talked about groups, which kind of look like this:

In social networking theory, these are called clusters.• And they often have weak ties to other clusters.

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127GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Clustering

Until now we have talked about groups, which kind of look like this:

In social networking theory, these are called clusters.• And they often have weak ties to other clusters.

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NetworksTechnical term: scale-free networks.

A very particular sort of structural pattern – and universal in human society.

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NetworksTechnical term: scale-free networks.

A very particular sort of structural pattern – and universal in human society.

Oddly, social network games make very poor use of social

network theory

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Preferential attachment

Rich get richer syndrome• A new person coming into a network tends to pick the

most popular node to connect to.

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Preferential attachment

Rich get richer syndrome• A new person coming into a network tends to pick the

most popular node to connect to.

(insert your rant about <big

social game company> here.

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Power laws

The mathematical distribution of “popularity” of link destinations.

There are consequences to this distribution.• Median lower than the mean• Unknowability of the network• Unequal information dissemination• Network longevity and hub vulnerability

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Bose-Einstein condensate

A phase transition where a network’s power law gets so extremely kinked that a single hub dominates:• Windows operating system• Tiger Woods’ win-loss record earlier in his career• The winning kingdom in Shadowbane

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Channel capacity & sympathy groups

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 graph distances.

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TrustTrust up close – and it’s non-transitive!

Reputation at midrangeFaith at a distance (aka social contract)

25

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TrustTrust up close – and it’s non-transitive!

Reputation at midrangeFaith at a distance (aka social contract)

25

Do players in your game ever need to trust anyone?

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Homogeneity

Tightly linked nodes tend to be homogeneous – liking the same things• This also introduces interesting liabilities in gameplay

As those with kids know, one’s peer group carries more social weight than authority

Combined with trust and other network characteristics, we get…

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Association of self-similar nodes into a multi-cluster sub-network with its own social identity

Guilds/tribes

26

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Association of self-similar nodes into a multi-cluster sub-network with its own social identity

Guilds/tribes

26

Hugely

powerful.

Barely present.

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140GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Guilds vs Neighbor Structures

T. B. Naik specifies these as the identifiers of tribes:• social distance from other tribes• frequency of contact• community of interests• scale• compactness and self-sufficiency• politically organized• customary laws• multifarious economic pursuits

Keep in mind, these groups are implicitly present on the social graph. We just don’t identify or surface them.

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141GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Impact of scale

Different social structures at different scales:

BandsNo fixed home

"Egalitarian" leadershipNo real bureaucracy

No lawsUnstratified culture

TribesA single home

"Egalitarian" or "big-man"

Organized resource extraction

Still unstratified

ChiefdomsMany homes

Castes and classesCronyism & monarchsBureaucracy & laws

Taxes, indentured labor, and slavery

Public architecture Luxuries for elites

Dozens Hundreds Thousands

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142GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Impact of scale

Different social structures at different scales:

BandsNo fixed home

"Egalitarian" leadershipNo real bureaucracy

No lawsUnstratified culture

TribesA single home

"Egalitarian" or "big-man"

Organized resource extraction

Still unstratified

ChiefdomsMany homes

Castes and classesCronyism & monarchsBureaucracy & laws

Taxes, indentured labor, and slavery

Public architecture Luxuries for elites

Dozens Hundreds Thousands

Look at all this gameplay we don’t do.

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143GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Segregation and genocide

Mathematical simulations show that given a petri dish, tribal structures always• Self-segregate• Annihilate each other

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Exclusivity

27

The use of identity and other earlier mechanics to manipulate the value of rivalrous and non-rivalrous goods.

Also known as “velvet rope.”

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145GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Exclusivity

27

The use of identity and other earlier mechanics to manipulate the value of rivalrous and non-rivalrous goods.

Also known as “velvet rope.”

VIP clubs

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Massive groupsDesigning games at the societal level

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Massive groupsDesigning games at the societal level

OK, I have to stop and say this.

Social games have the largest game canvas in all of HISTORY.

And yet social games are designed primarily at the single-player level, with minor multiplayer mechanics.

From here on up, it’s uncharted territory.

But it is also the potentialand the future

and the GLORY of social games.

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148GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Swapping models

The functionalist way to look at things is:

Game systems that are “problems of control and coordination at a societal level”

-- Herbert Spencer

Resource distribution, goods production, etc.

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Structuralism

The sequel to functionalism! More of an emotional model, also now out of favor:

“Meaning produced and reproduced via practices and activities that are systems of signification”

-- Levi-Strauss

(Such as games)

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Guild vs guild

Large-scale interactions using available systems to create competition between social entities

28

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Trade and contract

Formalized means of allowing mutually beneficial interactions between overly-distant nodes on the network

29

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Trade and contract

Formalized means of allowing mutually beneficial interactions between overly-distant nodes on the network

29A few games, such as Playdom’s

My Vineyard, now have player-to-

player economies

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MMOs versus social games

MMOs developed stronger social structures than social games, because they had shared economic participation• despite not having constancy.

Social games usually have constancy without shared economic participation!

To add retention and social depth, pool your players’ economies.

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Anthony Giddens

Social structure as game rules• “Ant farming” or “goldfish bowl”

Structure, Modality, Interaction• Structure is the rules and resources• Modality how structures become action.• Interaction what the actor actually does

This analogizes directly to the forms of rules in Rules of Play, or to the MDA framework.

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155GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Post-structural thinking

A challenge:

A lot of post-structural thinking is about seeing past dualities and to shades of gray.

Moving beyond dualities such as neighbor and not, tribe or not.

Games do this poorly. But…

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The PASSE model

Five general ways of building large, shades-of-gray social structures in multiplayer games:

PoliticsArts

ScienceSociologyEconomics

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PoliticsInfluence and social control

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Actors of any distance from theinteraction apply a rivalrous good towardsan objective metric that appliesnetwork-wide.

Politics -- or American Idol,the largest MMO

in the world.

Elections

30

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Reputation, influence and fame

Quantified signifiers for social currency, and formalized spending of this rivalrous good.

31

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Conflict theory

The European post-structuralism:

“Structures are developed out of conflict between people with differing interests and resources.”

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161GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

Bartle Types

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Structure vs agency

The big question: are we locked into the game design?• Structure creates habitus – a structure of mind, a set

of acquired schemata… “what goes without saying” for a group -- Pierre Bourdieu

The same question as socialization vs autonomy.

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Structuration

Anthony Giddens in 1984 had an answer:• Social life is both the small and the big• People constantly reinforce and extend the structure

through actions• And the structure constrains what they can do

So there’s a reflexive action that makes things change overall, slowly.

Which leads to interesting game problems such as…

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Public goods

Like a multiple player prisoner’s dilemma. Public goods are non-rivalrous, so there is a temptation to enjoy the good with no contribution. For example, breathing. Public parks.

32

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Tragedy of the Commons

Flip side of public goods: if they are rivalrous, then they can get used up. Classic example, the commons in a village…. Or spawns, territory, etc. The game is in

solving the unsolvable.

And finally…33

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Community

Where we start playing games on YOU.

A properly managed community is structuration in action, and becomes the ultimate political game

for users.

34

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ScienceFiguring out how things work

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ARGs and Puzzles

Ridiculously complex puzzles can be solved by hive brains.

ARG puzzles such as image-based steganography hidden in white noise in a poster. Combat system algorithms in an MMO.

“Underlying logical rules discovered via experimental method” equals…

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Strategy guides

36

The transformation of rule-based secrets into a public good.

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SociologyThe guts of sociability

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MLS

Multilevel Selection Theory

“Natural selection can be affected by cooperation at the group level.”

-- David Sloan Wilson and Elliot Sober

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Teamwork

36

The aggregation of social mechanics leading to the emergence of greater across-the-board competence.

Wisdom of Crowds, DPS systems, Survivor.

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Interdependence and scaling issues

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…• (cf Star Wars Galaxies, Pirates of the Burning Sea)…

This probably happens

all the time in social

games, and we can’t

even tell.

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Economics

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Fundamental multiplayer dilemma

The game equivalent of psychology’s Fundamental Attribution Error.

The basic premise of economics is mutual improvement and optimal distribution of resources.

It’s a way for a group to level up.

This is anathema to games.

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Veblen goods

A good where people’s preference for buying them increases because of their price.• Luxury cars• Limited Edition virtual items

See also: soulbinding, level limits, etc.

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 Services

Classes and roles can be seen as forms of asymmetric trade.

Even mechanic #1, “helping” is a service!So are numerous others on the list.

In other cases, mechanics are premised in unequal contributions.

• All of these are generally non-quantifiable.

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Therefore, cheating

Randy Farmer’s KidTrade proposal• Gifting → Twinking• Gifting + Multiple Chars/Server → Muling• 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 form of…

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Allowing unequal quantified valuations of the same good to arise within the system, and permitting trade that exploits them.

Arbitrage

37

Asynch games about shipping goods are all

about arbitrage.

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Supply chains

Cascading inequal valuations of goods arranged in sequence.

38

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Arts

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The act of invention

Games Are“…solving statistically varied challenge situations presented by an opponent who may or may not be

algorithmic within a framework that is a defined systemic model.”

-- me

Statistical variations are handcrafted, randomized or…

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User generated content

• Forums.• Character art.• Roleplay narratives.• Fan fiction.• Player conventions.• Weddings.• Game maps.

The game has to be designed to encompass and permit this sort of activity.

39

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User generated content

• Forums.• Character art.• Roleplay narratives.• Fan fiction.• Player conventions.• Weddings.• Game maps.

The game has to be designed to encompass and permit this sort of activity.

39One of th

e few

high-level social

mechanics that

social games

exploit… in lim

ited

fashion

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DeconstructionTaking it all apart

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Remember the quote?

“A good game should focus entirely on it's single-player aspect first and foremost. Then if it's a simple

game like a shooter or racer, use the remaining time and space to fit in a multi-player aspect to it… In other words,

multi-playing should never take away from the single-player aspect of the game. Pure multi-player games

really should be few and far between.”

-- the unfortunately named New Troll, Escapist Forums, 23 June 2009

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Derrida“As a turning toward the presence, lost or impossible, of the absent

origin, this structuralist thematic of broken immediateness is thus the sad, negative, nostalgic, guilty, Rousseauist facet of the thinking of freeplay of which the Nietzschean affirmation-the joyous affirmation of the freeplay of the world and without truth, without origin, offered to an active interpretation-would be the other side. This affirmation then determines the non-center otherwise than as loss of the center. And it plays the game without security. For there is a sure freeplay: that which is limited to the substitution of given and existing, present, pieces. In absolute chance, affirmation also surrenders itself to genetic indetermination, to the seminal adventure of the trace.”

-- “Structure, Sign, and Play in the Human Sciences”

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Derrida“As a turning toward the presence, lost or impossible, of the absent

origin, this structuralist thematic of broken immediateness is thus the sad, negative, nostalgic, guilty, Rousseauist facet of the thinking of freeplay of which the Nietzschean affirmation-the joyous affirmation of the freeplay of the world and without truth, without origin, offered to an active interpretation-would be the other side. This affirmation then determines the non-center otherwise than as loss of the center. And it plays the game without security. For there is a sure freeplay: that which is limited to the substitution of given and existing, present, pieces. In absolute chance, affirmation also surrenders itself to genetic indetermination, to the seminal adventure of the trace.”

-- “Structure, Sign, and Play in the Human Sciences”Yeah, I don’t know what that means either.

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Griefing

Griefing can be an act of game literacy: engaging in the ultimate transgressive play with the system,

Or the act of “virtual sociopathy.”

40

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All* the multiplayer mechanics1 v self/systemHelping

1 v 1 parallelStatusRacesLeaderboardsTournaments

1v1 opposedFlower-pickingDot-eatingTug of WarHandicappingSecrets

 

 DeconstructionGriefing

PASSE:PoliticsArtScienceSociologyEconomics

All!*

 1 v 1 v 1 v …Last man standingBiddingDeception and bluffing3rd party BettingPrisoner’s DilemmaGamesmaster

n v n (groups)RolesHot potato RitualsGiftsReciprocityMentoring & TwinkingIdentityOstracism

*41-50 are left an exercise for the reader

NetworksIterative interaction & trustGuildsExclusivityGuild vs guildTrade and contractElectionsInfluence and famePublic goodsTragedy of the CommonsCommunityStrategy guidesTeamwork (MLS)ArbitrageSupply chainsUser generated content

 

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191GDC 2011: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer

• For brawls and races, see Characteristics of Multiplayer Games: Lessons from the World of Paper Gaming, K. Robert Gutschera, GDC2009.

• The MDA framework is described in MDA: A Formal Approach to Game Design and Game Research by Hunicke, LeBlanc, and Zubek.

• I recommend Linked by Albert-Lazslo Barabasi for an intro to social networks, and Influence by Robert Cialdini for more on influence structures. And of course you read Rules of Play and Designing Virtual Worlds right?

• For more on network structures, I refer you to my GDC2003 presentation Small Worlds: Competitive and Cooperative Structures in Online Worlds and its extensive bibliography. There’s a series “On Trust” on my blog as well.

• I would start with Wikipedia for reading up on sociology and anthropology.• You can read Randy Farmer’s KidTrade: A Design for an eBay-resistant Virtual Economy on his

website at http://habitatchronicles.com/Habitat/KidTrade.pdf • More on interdependence’s issues at

http://www.next-gen.biz/news/what-went-wrong-with-pirates-mmo • You can read Derrida’s “Structure, Sign and Play” at

http://hydra.humanities.uci.edu/derrida/sign-play.html or in Writing and Difference. If you really, really, really want to.

All the art came from http://icons.mysitemyway.com in the royalty-free Rounded Glossy Black Icons set.Special Thanks to John Donham & Jenny Kropko and Patrick Ferland (for PASSE)

• This presentation and dozens more are available in various formats on my website:• http://www.raphkoster.com

Hidden info