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BRINGING CHAT TO GAMES
A Practical Guide
Daniel Sierpiński
Who am I?
● 11+ years in Gaming Industry
● 9+ years Unity Developer
● RPG & RTS genres
● PC & Mobile platforms
● Currently working on Text/Audio/Video
Communications systems for Unity
projects at Stream Daniel Sierpiński
Games I’ve worked on
Power chat for 2+ billion users
Chat Plugins for:
FREE for Indie Developers -> “Maker Account”
Cloud Messaging Solutions
+11 more
Who’s my audience?
Scope of this Talk
● Overview of in-game communication
● Pros & Cons
● Case stories
● Players Toxicity and ways to Reduce it
● Build in-house vs Buy 3rd party
Let’s talk about chats
Scale of Messaging
● 100 billion messages are sent via WhatsApp every day
● There are 2 billion WhatsApp users around the globe
Source:
https://www.oberlo.com/blog/whatsapp-statistics, https://solarsystem.nasa.gov/solar-system/beyond/overview/, https://a-z-animals.com/blog/how-many-birds-are-in-the-world/,
https://www.worldometers.info/world-population/
- 100 billion <- Stars in our Galaxy
- 50 billion <- Birds on Planet
- 8 billion <- People in the World
Social impact of Games
61%
Games helped to
stay in contact with
family and friends
Source: https://www.theesa.com/resource/2022-essential-facts-about-the-video-game-industry/, https://create.unity.com/toxicity-in-multiplayer-games-report
83%
Found new friends in
games
46%
Found a good friend
or a life partner in a
game
78%
Communicate with
others when playing
multiplayer games
Why have a chat in your game?
Benefits of an in-game Chat
● Facilitates Teamwork & Coordination -> FPS, Tactical shooters, Co-op
● Enhances social aspects
● Increases a sense of community
● Improves Player’s Experience
● Can be a meaningful part of the gameplay
Most common types of chat
● Global chat -> all players
● Group In-game Chat -> your team when playing
● Lobby Chat -> your team before starting a session
● Party chat -> your team even if not playing together e.g. Fortnite Party Hub
● Private messages
● Clans/Guilds/Clubs/Rooms
Text vs Voice
Which one you need?
Text and Voice Chats are often not
interchangeable
Voice Chat - Pros & Cons
Voice Chat - PROS
● Efficient:
○ Much faster than typing
○ Doesn’t interrupt playing the game
○ Doesn’t interrupt the immersion
● Good option for:
○ VR & Consoles -> cumbersome typing with no keyboard
○ Fast-paced games -> no time to type
Practical
Voice Chat - PROS
● Players socialize more -> voice is more intimate than text
● Can be more engaging -> Voice conveys emotions and is more personal
● Extra fun with friends!
Social
Voice Chat - PROS
● Improves teamwork -> Players can coordinate their actions
● Can add realism -> Survivals, tactical shooters, etc.
● Good options for games requiring effective cooperation
Gameplay
Voice Chat - CONS
● Not always possible -> mobile game + public place/transport
● More challenging to moderate
○ Auto-detection is very hard -> Tone & sounds can be abusive as well
● Doesn’t work well with large groups -> Unless doing a proximity chat
○ Hard to not talk over each other
○ Mixing backgrounds noise -> e.g. barking dogs
● Expensive (Unless using Discord)
Practical
Voice Chat - CONS
● Distracting to some players
● Some people aren’t comfortable with sharing their voice with
strangers
○ Foreign accent
○ Language barrier
○ Ashamed
○ Social anxiety
● Disturbs the immersion -> hard to enjoy music or voice acting
when player are talking
● Toxic behavior is much more annoying
Social
Text Chat - Pros & Cons
Text Chat - PROS
● Good for multi language audience -> auto translations
● Easier to moderate
○ Auto-moderation options:
■ Blocklists
■ AI-based
● Asynchronous communication -> time zones are not a problem
● Good for Clans, Clubs, Guilds, Rooms. etc.
● Relatively cheap
Practical
Text Chat - PROS
● Can be fun -> reactions, emojis, stickers, gifs
● Smaller psychological barrier -> easy to stay “anonymous”
Social
Text Chat - CONS
● Not always practical/possible -> You can’t both play and type in
a chat
● Not as engaging as Voice chat
● Smaller psychological barrier to act arrogant/toxic
Other forms of “Chat”
● Puts a colored marker on the spot you aim
● Followed by your character comment
● Multiple types:
○ Go
○ Enemy
○ Looting This Area
○ Attacking Here
○ Going Here
○ Defending This Area
○ Watching Here
○ Someone’s Been Here
Ping System
● Only predefined shouts
● But still can potentially be abused
● Mutes available
Quick chat
Incentivise Players Communication
Tip of the day:
● Real-time multiplayer strategy
● Units & Spells are represented by
cards that you collect
● Cards are obtained from Chests or a
Shop
● Players can create and join Clans
Overview
Clans
● Share your deck
● Request & Donate cards
● Friendly battles
● Clans Wars
Encourages Discussions
Chat impact
● Get feedback on your deck = learn from others
● Request cards that others can donate
● Practice without risking your rank
● Clan owners “manage” and lead their clans
Chatting brings various benefits to Players
Chat as a core mechanic
● Online Multiplayer
● “Social Deduction” game
● Players are a crew on a spaceship
● 4-15 players per session
● Random player is an Imposter
● Imposter tries to kill everyone on the ship
● Imposter uses deception to not get detected
Overview
Core gameplay:
Players Toxicity
Scale of the problem
41%
Think toxic behavior
increased over the
past 12 months
Source: https://create.unity.com/toxicity-in-multiplayer-games-report
68%
Experienced toxic
behaviour
21%
Experience it often or
every time
92%
Think solutions are
needed to reduce
toxic behaviour
Players Reaction to Toxic behaviour
21%
Call the player
out
Source: https://create.unity.com/toxicity-in-multiplayer-games-report
24%
Use in-game
reporting
23%
Leave the
game
20%
Ignore
10%
Record and
post online
How to reduce Toxicity?
● Provide Clear Guidelines
○ Needs to be clear when the line is crossed
● Shield Players -> Give options to:
○ Disable the chat
○ Mute Players
○ Mute Channels
● Fast Detection:
○ Reporting System
○ Auto-moderation
■ Profanity blocklist
■ Context-based AI detection
Essential Features
Essential features
● Moderation
○ Reporting/Flagging
○ Muting
○ Banning
■ By account
■ By IP
○ Profanity blocklist
● Permissions system
○ Admins, Moderators
○ Channel owners (e.g. Clan/Guild owners)
● Online status
○ “Invisible” option
● Reactions, Emojis, Stickers, Gifs
● Real-time synchronization
● Commands -> e.g. /mute, /whisper, /dance, /invite [player name]
Build vs Buy
Build - PROS
● Full control over features & customization
● Can be cheaper in some scenarios
○ Small usage
○ No fancy features needed
● Can be easier to integrate
Build - CONS
● Usually more expensive
● Takes time
● Takes away resources that you could focus on other parts of the game
● Maintenance
Nowadays usually not worth unless you have a good reason for it
Buy - PROS
● Fast time to market
● Easy to scale
● Cheap to start
● Cheap to exit - just quit subscription
● Tested & reliable
Buy - CONS
● In some cases can be more expensive
○ Lowest plan can exceed your needs
○ Seasonal activity -> you pay for usage potential and not for actual usage
○ Pricing plans may not fit your needs
● Potential integration Issues
● Technical support is out of your control
● Vendor can drop the product or go out of business
Key takeaways
● Chats can drive engagement and enhance game community
○ Strong community fuels game popularity
● Chat = Feature
○ Figure out how it works with other features
○ Give players a reason to communicate
○ Pick type of communications that work with your game
■ Who will play our game? Where?
■ How fast is the gameplay?
■ On what controls/platforms?
● Moderation is critical
○ Aim for auto-moderation + community moderators
○ Reporting system
○ Mute option
● General chats tend to be toxic and unutilized
○ Small groups often work better
○ Players talk more + easier to make friends
Thank You!
Questions & Answers

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BRINGING CHAT TO GAMES

  • 1. BRINGING CHAT TO GAMES A Practical Guide Daniel Sierpiński
  • 2. Who am I? ● 11+ years in Gaming Industry ● 9+ years Unity Developer ● RPG & RTS genres ● PC & Mobile platforms ● Currently working on Text/Audio/Video Communications systems for Unity projects at Stream Daniel Sierpiński
  • 4. Power chat for 2+ billion users Chat Plugins for: FREE for Indie Developers -> “Maker Account” Cloud Messaging Solutions +11 more
  • 6. Scope of this Talk ● Overview of in-game communication ● Pros & Cons ● Case stories ● Players Toxicity and ways to Reduce it ● Build in-house vs Buy 3rd party
  • 8.
  • 9. Scale of Messaging ● 100 billion messages are sent via WhatsApp every day ● There are 2 billion WhatsApp users around the globe Source: https://www.oberlo.com/blog/whatsapp-statistics, https://solarsystem.nasa.gov/solar-system/beyond/overview/, https://a-z-animals.com/blog/how-many-birds-are-in-the-world/, https://www.worldometers.info/world-population/ - 100 billion <- Stars in our Galaxy - 50 billion <- Birds on Planet - 8 billion <- People in the World
  • 10. Social impact of Games 61% Games helped to stay in contact with family and friends Source: https://www.theesa.com/resource/2022-essential-facts-about-the-video-game-industry/, https://create.unity.com/toxicity-in-multiplayer-games-report 83% Found new friends in games 46% Found a good friend or a life partner in a game 78% Communicate with others when playing multiplayer games
  • 11. Why have a chat in your game?
  • 12. Benefits of an in-game Chat ● Facilitates Teamwork & Coordination -> FPS, Tactical shooters, Co-op ● Enhances social aspects ● Increases a sense of community ● Improves Player’s Experience ● Can be a meaningful part of the gameplay
  • 13. Most common types of chat ● Global chat -> all players ● Group In-game Chat -> your team when playing ● Lobby Chat -> your team before starting a session ● Party chat -> your team even if not playing together e.g. Fortnite Party Hub ● Private messages ● Clans/Guilds/Clubs/Rooms
  • 14. Text vs Voice Which one you need?
  • 15. Text and Voice Chats are often not interchangeable
  • 16. Voice Chat - Pros & Cons
  • 17. Voice Chat - PROS ● Efficient: ○ Much faster than typing ○ Doesn’t interrupt playing the game ○ Doesn’t interrupt the immersion ● Good option for: ○ VR & Consoles -> cumbersome typing with no keyboard ○ Fast-paced games -> no time to type Practical
  • 18. Voice Chat - PROS ● Players socialize more -> voice is more intimate than text ● Can be more engaging -> Voice conveys emotions and is more personal ● Extra fun with friends! Social
  • 19. Voice Chat - PROS ● Improves teamwork -> Players can coordinate their actions ● Can add realism -> Survivals, tactical shooters, etc. ● Good options for games requiring effective cooperation Gameplay
  • 20. Voice Chat - CONS ● Not always possible -> mobile game + public place/transport ● More challenging to moderate ○ Auto-detection is very hard -> Tone & sounds can be abusive as well ● Doesn’t work well with large groups -> Unless doing a proximity chat ○ Hard to not talk over each other ○ Mixing backgrounds noise -> e.g. barking dogs ● Expensive (Unless using Discord) Practical
  • 21. Voice Chat - CONS ● Distracting to some players ● Some people aren’t comfortable with sharing their voice with strangers ○ Foreign accent ○ Language barrier ○ Ashamed ○ Social anxiety ● Disturbs the immersion -> hard to enjoy music or voice acting when player are talking ● Toxic behavior is much more annoying Social
  • 22. Text Chat - Pros & Cons
  • 23. Text Chat - PROS ● Good for multi language audience -> auto translations ● Easier to moderate ○ Auto-moderation options: ■ Blocklists ■ AI-based ● Asynchronous communication -> time zones are not a problem ● Good for Clans, Clubs, Guilds, Rooms. etc. ● Relatively cheap Practical
  • 24. Text Chat - PROS ● Can be fun -> reactions, emojis, stickers, gifs ● Smaller psychological barrier -> easy to stay “anonymous” Social
  • 25. Text Chat - CONS ● Not always practical/possible -> You can’t both play and type in a chat ● Not as engaging as Voice chat ● Smaller psychological barrier to act arrogant/toxic
  • 26. Other forms of “Chat”
  • 27. ● Puts a colored marker on the spot you aim ● Followed by your character comment ● Multiple types: ○ Go ○ Enemy ○ Looting This Area ○ Attacking Here ○ Going Here ○ Defending This Area ○ Watching Here ○ Someone’s Been Here Ping System
  • 28. ● Only predefined shouts ● But still can potentially be abused ● Mutes available Quick chat
  • 30. ● Real-time multiplayer strategy ● Units & Spells are represented by cards that you collect ● Cards are obtained from Chests or a Shop ● Players can create and join Clans Overview
  • 31. Clans ● Share your deck ● Request & Donate cards ● Friendly battles ● Clans Wars Encourages Discussions
  • 32. Chat impact ● Get feedback on your deck = learn from others ● Request cards that others can donate ● Practice without risking your rank ● Clan owners “manage” and lead their clans Chatting brings various benefits to Players
  • 33. Chat as a core mechanic
  • 34. ● Online Multiplayer ● “Social Deduction” game ● Players are a crew on a spaceship ● 4-15 players per session ● Random player is an Imposter ● Imposter tries to kill everyone on the ship ● Imposter uses deception to not get detected Overview
  • 37. Scale of the problem 41% Think toxic behavior increased over the past 12 months Source: https://create.unity.com/toxicity-in-multiplayer-games-report 68% Experienced toxic behaviour 21% Experience it often or every time 92% Think solutions are needed to reduce toxic behaviour
  • 38. Players Reaction to Toxic behaviour 21% Call the player out Source: https://create.unity.com/toxicity-in-multiplayer-games-report 24% Use in-game reporting 23% Leave the game 20% Ignore 10% Record and post online
  • 39. How to reduce Toxicity? ● Provide Clear Guidelines ○ Needs to be clear when the line is crossed ● Shield Players -> Give options to: ○ Disable the chat ○ Mute Players ○ Mute Channels ● Fast Detection: ○ Reporting System ○ Auto-moderation ■ Profanity blocklist ■ Context-based AI detection
  • 41. Essential features ● Moderation ○ Reporting/Flagging ○ Muting ○ Banning ■ By account ■ By IP ○ Profanity blocklist ● Permissions system ○ Admins, Moderators ○ Channel owners (e.g. Clan/Guild owners) ● Online status ○ “Invisible” option ● Reactions, Emojis, Stickers, Gifs ● Real-time synchronization ● Commands -> e.g. /mute, /whisper, /dance, /invite [player name]
  • 43. Build - PROS ● Full control over features & customization ● Can be cheaper in some scenarios ○ Small usage ○ No fancy features needed ● Can be easier to integrate
  • 44. Build - CONS ● Usually more expensive ● Takes time ● Takes away resources that you could focus on other parts of the game ● Maintenance Nowadays usually not worth unless you have a good reason for it
  • 45. Buy - PROS ● Fast time to market ● Easy to scale ● Cheap to start ● Cheap to exit - just quit subscription ● Tested & reliable
  • 46. Buy - CONS ● In some cases can be more expensive ○ Lowest plan can exceed your needs ○ Seasonal activity -> you pay for usage potential and not for actual usage ○ Pricing plans may not fit your needs ● Potential integration Issues ● Technical support is out of your control ● Vendor can drop the product or go out of business
  • 47. Key takeaways ● Chats can drive engagement and enhance game community ○ Strong community fuels game popularity ● Chat = Feature ○ Figure out how it works with other features ○ Give players a reason to communicate ○ Pick type of communications that work with your game ■ Who will play our game? Where? ■ How fast is the gameplay? ■ On what controls/platforms? ● Moderation is critical ○ Aim for auto-moderation + community moderators ○ Reporting system ○ Mute option ● General chats tend to be toxic and unutilized ○ Small groups often work better ○ Players talk more + easier to make friends