1. Pandemic uses cooperation as players must work together to treat disease outbreaks around the world before they get out of control. Players share resources and have a common goal of curing diseases.
2. Cartagena the Escape has a rescue mechanic as players work cooperatively to escape from a prison. They must overcome obstacles and rescue each other from guards.
3. Space Alert puts players on a team as they cooperate to navigate a spaceship and complete missions amid threats. Players must communicate and work together in real-time to survive threats and accomplish their goals.
12. Simulating Social Mechanics
Time Pressure on Dialog Choices
Moves and Counter-Moves
Skill Check Against Stats
Persuasion Bar
Persuading Voters
16. Why Designers Use Social Interaction
Emotional Immersion
Freedom of Choice
Illusion of Influence
17. Social Interaction Design
Considerations
Reasons for Communicating
Get Something
Performing Collaborative Actions
Cooperation
Communication Channels
Natural
Stimulated
Pacing
Turn-Based
Real-Time
18.
19. Competition
The struggle between players or against the game
system to achieve a goal where the performance of
the players can be measured at least relatively.
24. Player Killing
When players can intentionally or unintentionally
remove players from the game for at least a
period of time.
25. Why Designers Use Player Killing
Main Uses:
Player Elimination (but with Respawning)
Team Elimination
Score Keeping
Encourages:
Risk/Reward Decisions
Social Status
Affects:
Ownership
Team Balance
Team Play
26. Player Killing Design Considerations
Penalties (for being killed)
Respawning
Friendly Fire
Rewards (for killing)
27. Betrayal
One or several players that have an agreement with
other players intentionally fail to do as agreed or
otherwise hinder the fulfillment of the agreement.
31. Betrayal Design Considerations
What collaborative actions have a delayed
effect?
What are players’ perceived chance of
individual rewards for betraying another
player?
Do players have asymmetric information
about other player’s actions?
Can bluffing be used to conceal betrayal?
37. Player-Decided Results
Players are responsible for deciding at least some of
the results of player actions, and their decisions are
not necessarily based on the rules of the game.
38. Alliances
A group of players who have agreed to obey
particular and specific rules of conduct toward each
other and who, usually, have a shared agenda.
39. Why Designers Use Alliances
Encourages:
Team Play
Social Organizations
Discourages:
Competition
40. Alliances Design Considerations
What are players’ mutual goals or common
enemies?
What are the rules of conduct that players
can agree to?
41. Team Play
Players in a group or team coordinate their
actions, abilities and roles in order to reach a
common goal.
42. Ways To Use Team Play
Avatars In Multiplayer Games
Units in Single Player Games
43. Why Designers Use Team Play
Encourages:
Social Interaction
Cooperation
Collaborative Actions
Constructive Play
Discourages:
Betrayal
44. Team Play Design Considerations
What is the mutual goal and
its rewards?
What are the shared
resources?
Do teams form at the
beginning of the play
session, or dynamically
during gameplay?
Does team play occur
between players or is it
simulated through units?
How does each team
member feel important and
significant?
45.
46. Trading
Players exchange a resource, whether it is
information, actions, or game elements, between
each other or the game system.
47. Why Designers Use Trading
Encourages:
Social Interaction
Cooperation
Alternate Strategies For Progression
Avoiding Strategies For Blocking Player
Progression
Balances:
Resources
48. Trading Design Considerations
Resources to be Traded
Incentive
Initiation (Offer)
Bargaining (Optional)
Resolution (Exchange)
Special Cases:
Ransom
Gifts
50. Why Designers Use Bidding
Encourages:
Competition For Resources
Player-Defined Goals
Transfer Of Control Of Resources
Conversion Of Resources
Trade-Offs
Alternate Strategy To Combat
51. Bidding Design Considerations
Are player bids known to other players?
What order do players bid in?
Can players negotiate during bidding?
Can players be eliminated during bidding?
How does bidding end?
How is outcome determined?
Special Cases:
Auctions
Voting
52. Bluffing
Players have a possibility to convey false
information to other players in order to benefit
from their situation.
53. Why Designers Use Bluffing
Encourages:
Betrayal
Makes Trading, Betting, Bidding More
Complex
Social Skills To Random Situations
54. Bluffing Design Considerations
What asymmetric information can be the
basis for bluffing?
How is false information indirectly
communicated from one player to another?
What are the rewards and penalties for
bluffing?
57. Examples Of Elimination
Remove An Element That Hinders Player
Actions
Remove A Threat To The Player’s Goals
Removal Is A Goal Itself
58. Why Designers Use Elimination Goals
Turn Player Into a Consumer of Game
Elements
Prevent Opponent’s Survive or Evade Goals
Speed Up and Simplify End Game
Encourages:
Conflict
Tension
High-Level Closures
59. Eliminate Design Considerations
What game element is eliminated?
How is the elimination achieved?
Is the elimination permanent?
62. Rescue Design Considerations
What/who must be rescued?
What obstacles must be overcome?
Does the hostage need to be moved to a
safe area?
Do the players have other goals besides
rescuing?
63. Choose one of the following games to play:
Boomtown (3-5p, 30m)
*Cartagena the Escape (2-5p, 30m)
Colossal Arena (2-5p, 40-60m)
For Sale (3-6p, 20-30m)
Forbidden Island (2-4p, 30m)
Money (3-5p, 20-30m)
*Pandemic (2-4p, 45m)
*Quo Vadis (3-5p, 45m)
Space Alert (1-5p, 30m)
The Downfall of Pompeii (2-4p, 45)
64. Group Quest
Design an analog game prototype using
mechanics supporting one of the following goals:
Eliminate
Rescue
67. Examples of Negotiations
Collaborate Actions
Players Exchanging Resources
Deciding When To Use Asymmetric Abilities
Deciding When To Use Shared Resources
Player-Decided Results
Deciding On Handicaps For Balancing
68. Why Designers Use Negotiations
Encourages:
Social Interaction
Transfer of Control
Alliances
Game Mastery
Engagement During Downtime
Balances:
Players
69. Negotiation Design Considerations
How are negotiations initiated?
How does bargaining occur?
How are agreements reached?
Can third parties interrupt the negotiation?
How are agreement breaches handled?
74. Research and use the LMS to report on
games using group activities discussed in
class.
Editor's Notes
SEGUE from RESOURCES to SOCIAL MECHANICS
Almost ALL GAMES have Conflict to MOTIVATE the GOAL STRUCTURES.
EXAMPLE: FIGHTING GAME: Defeat each other’s avatar.
EXAMPLE: TETRIS: Game system creates blocks to fall down; player tries to keep the screen clear.
In which situations does conflict appear?
How severe is the conflict?
Does the conflict exist outside of the game?
SITUATIONS: OVERCOME, ELIMINATE Goals. Can happen on several different levels of game.
SEVERITY: Modulated by LIVES, GAIN OWNERSHIP.
OTHER GOALS: RESCUE, LAST MAN STANDING, KING OF THE HILL, BETRAYALS (Role-Reversals with greater EMOTIONAL IMMERSION)
OUSIDE GAME: TOURNAMENTS
Encourages:
Emotional Immersion
Tension
Attention Swapping
Tournaments
Discourages:
Cooperation
Collaborative Actions
Mutual Goals
REQUIRES: Player must be aware they have opponents (No UNCERTAINTY OF INFORMATION or IMPERFECT INFORMATION about player goals)
SOCIAL: COMPETITION, BETRAYAL
Combat is an easy way to introduce conflict.
Requires some form of communication. This is not only about exchanging information, but EXCHANGING GIFTS, displaying SOCIAL STATUS, and engaging in DIRECT CONFLICT.
EXAMPLE: When children set up a game of HIDE & SEEK.
EXAMPLE: Players CHATTING (including EMOJI’S) and TRADING through an MMORPG.
Games with GAME MASTERS, STORYTELLING and ROLE-PLAYING automatically have SOCIAL INTERACTION
REQUIRED FOR: COLLABORATIVE ACTIONS and COOPERATION. Also for the construction and maintenance of PLAYER-CONSTRUCTED WORLDS.
PROMOTED BY: ROLEPLAYING, STORYTELLING, PERSISTENT GAME WORLDS, TEAM PLAY, SHARED RESOURCES, COOPERATION, TRADING, TURN TAKING
PROMOTES: SOCIAL ORGANIZATION
CONFLICTS WITH: SINGLE PLAYER GAME.
REASONS:
Players who want something from other players. ASYMMETIRIC RESOURCE DISTRIBUTION solved by TRADING, or gaining SOCIAL STATUS.
Performing Collaborative Actions together. Motivated by SHARED RESOURCES and REWARDS but can be required through PLAYER-DECIDED RESULTS and SECRET ALLIANCES.
Determining what Cooperation takes place. Modulated by BETRAYAL, DELAYED RECIPROCITY, BLUFFING, and UNCOMMITTED ALLIANCES.
CHANNEL:
Natural: Arises in Synchronous Games (eg, Chess), even if the unfolding of the game does not require it.
Stimulated: Games with Cooperation and Conflict, based on Asymmetric Communication (Pictionary).
It’s a good idea to provide several methods of communication, both within and outside the game.
PACE: TURN-TAKING can SLOW down Social Interaction but gives all players a chance to PARTICIPATE.
BALANCED BY: REAL-TIME GAMES
Competition can be caused by CONFLICT WITH ENEMIES, EXCLUDING GOALS, INCOMPATIBLE GOALS, or REWARDS.
EXAMPLE: RACE GAMES use timing to measure performance.
EXAMPLE: DEFENDER score leaderboard.
Once a player is certain to win, the other players have no motivation to play.
PROMOTE: CONFLICT, TENSION, SOCIAL STATUS, TENSION
DISCOURAGES: COOPERATION, EXPERIMENTATION: because players want to use Resources and Abilities as efficiently as possible.
BALANCES: DYNAMIC ALLIANCES
.
INCOMPATIBLE GOALS: Two or more goals that cannot be fulfilled simultaneously due to mutually exclusive end conditions.
PREVENTING GOALS: Goal where the objective is to prevent the completion of another goal.
REWARDS: Especially INDVIDUAL REWARDS
Depends on whether there is CONFLICT.
DIRECT: Competitors engage with each other. AGGRESSIVE, DESTRUCTIVE but EMOTIONALLY ENGAGING.
KING OF THE HILL: a children's game in which the object is to beat one's rivals to the top of a mound or other high place, and to keep possession of the placINDIRECT: Competing against oneself,
SYMMETRIC GOALS: Allow players to judge their CHANCE OF WINNING and create PLAYER BALANCE
ASSYMETRIC GOALS: DIFFERENT STRATEGIES and VARIED GAMEPLAY.
UNKNOWN GOALS: Allows for MASQUERADING one’s intentions.
OUTCOME: Rewards, information, improved abilities, elimination, SOCIAL STATUS for winner or loser.
PLAYER KILLING is PLAYER ELIMINATION with the SPAWNING of Player’s Avatars allowed.
EXAMPLE: ULTIMA ONLINE was notorious for player’s killing other players and then looting them.
EXAMPLE: QUAKE DEATHMATCH
Encourages:
TENSION
PENALTIES: DECREASED ABILITIES, ABILITY LOSSES, OWNERSHIP LOSSES
RESPAWN: FORCED DOWNTIME, RESPAWN LIMITATIONS
FRIENDLY FIRE: Allows for CONSISTENT REALITY LOGIC but may cause INFIGHTING
REWARDED: If Rewarded, even inadvertently, Players will kill other Players no matter what.
Players can be put into situations where promises or expectations of other players can be broken, causing Friction between players.
EXAMPLE: DIPLOMACY: Players can betray and backstab other players.
EXAMPLE: INTRIGUE: Forces players into situations where they must betray another player due to making promises to pther players.
REQUIRES: One player has COMMITTED GOALS whose completion is dependent on OTHER PLAYER’S ACTIONS. Can happen whenever players COOPERATE, especially toward MUTUAL GOALS.
GOAL is often a MUTUAL GOAL
TENSION between PLAYERS, as they try to find out what the other player’s intentions are.
PROMOTES:
Emotional Immersion
Tension
BALANCES:
Anticipation
Narrative Structure
DELAYED EFFECT: Betrayal makes sense only if there is a delayed effect.
Also, Do players have uncommitted alliances or stable ones?
STABLE ALLIANCES: The effect of Betrayal is much more drastic.
BALANCED BY: REWARDS?PENALTIES,
Games with high social interaction rely on players able to collaborate and not just compete against each other.
Cooperation allows players to divide goals between them and rely on each other’s abilities and resources.
EXAMPLE: In PANDEMIC, 2-to-4 players work together to find 4 cures for a disease before the losing conditions are met.
EXAMPLE: A SOCCER team has to work together to beat the opposing team.
PROMOTES: SOCIAL INTERACTION as they coordinate their actions, CONSTRUCTIVE PLAY as players make use of COMPETENCE AREAS, SOCIAL ORGANIZATIONS and SOCIAL DILEMMAS.
Having COOPERATION and COMPETITION co-exist can increase TENSION, as does the possibility of BETRAYAL.
BALANCES: TEAM PLAY: TENSION, DYNAMIC ALLIANCES
CONFLICTS WITH: CONFLICT
A
SHARED RESOURCES: Sharing resources give players the opportunity to COOPERATE or go into CONFLICT on how to use them.
MUTUAL GOALS: Creates incentives for players to work together.
SHARED REWARDS: Causes players to perform better, be more strongly motivated, and more willing to engage in social interaction. There can be a TIME DELAY for mutual rewards.
Some results may be determined by the wills of the players rather than the mechanics of the game.
EXAMPLE: Tabletop RPGS, where the GAME MASTER is the ultimate decision-maker.
EXAMPLE: Hide & Seek, where players maintain game state and decide results for themselves.
Alliances differ from TEAM PLAY in that they do NOT necessarily involve COOPERATION but agreeing NOT TO INTERFERE.
Usually occur where Players have an effect on the PROGRESS or GAME SITUATION of other Players.
EXAMPLE: In CASTLE WOLFENSTEIN, there are TWO TEAMS with rules of conduct NOT TO SHOOT and try to HELP members of YOUR OWN TEAM.
EXAMPLE: In CIVILIZATION a peaceful relationship creates an ALLIANCE.
Players can belong to MANY DIFFERENT Alliances at a time.
REQUIRES: SOCIAL INTERACTION unless GAME SYSTEM gives Alliances as an ACTION.
PROMOTED BY: INDIVIDUAL REWARDS for completing goals that promote TEAM PLAY
PROMOTES: Creates COLLABORATIVE ACTION and promotes CONSTRUCTIVE PLAY,
PROMOTES: EMPOWERMENT by taking part in COLLABORATIVE ACTIONS that might otherwise be impossible.
PROMOTES: SOCIAL ORGANIZATIONS with SOCIAL STATUSES, often with team members acquiring a HANDLE or having a COMPETENCE AREA.
PROMOTES: TEAM DEVELOPMENT if teams are PERSISATANT
PROMOTES: PLAYER DITRIBUTION OF REWARDS
REQUIRES: TEAM BALANCE in addition to INDIVIDUAL BALANCE
GOALS/ENEMIES: Motivation for Alliance. Alliances most make sense where there are INTERFERABLE GOALS and PLAYER-DECIDED RESULTS.
RULES OF CONDUCT: Must be relevant to gameplay.
Team Play is based on some form of COOPERATION.
EXAMPLE: SOCCER, players have DIFFERENT ROLES and ABILITIES, and must coordinate their actions.
EXAMPLE: RPGS, players have DIFFERENT ROES and ABILITIES too, complementing each other.
UNITS: SIMULATED TEAM PLAY
PROMOTED BY: INDIVIDUAL REWARDS for completing goals that promote TEAM PLAY
PROMOTES: Creates COLLABORATIVE ACTION and promotes CONSTRUCTIVE PLAY,
PROMOTES: EMPOWERMENT by taking part in COLLABORATIVE ACTIONS that might otherwise be impossible.
PROMOTES: SOCIAL ORGANIZATIONS with SOCIAL STATUSES, often with team members acquiring a HANDLE or having a COMPETENCE AREA.
PROMOTES: TEAM DEVELOPMENT if teams are PERSISATANT
PROMOTES: PLAYER DITRIBUTION OF REWARDS
REQUIRES: TEAM BALANCE in addition to INDIVIDUAL BALANCE
MUTUAL GOAL: Rewards are often SHARED REWARDS. Penalties are also SHARED PENALTIES. There can also be PLAYER DISTRIBUTION OF REWARDS and PENALTIES.
FORMATION: Those that form at the beginning are more STABLE.
IMPORTANCE: Each team members needs ILLUSION OF SIGNIFICANCE through ASSYMETRIC or PRIVILEGED ABILITIES, designing Goals that require each Ability, Even if one player can achieve Goal, achievement might be easier if the player needs support.
BALANCED BY: NEW/PRIVILEGED/SHARED ABILITIES< INDIVIDUAL/SHARED REWARDS, PLAYER KILLING,
Games played in face-to-face situations tend to have social interacting between players even though the game itself would not require it.
Trading is TRANSFER OF CONTROL of RESOURCES (including IN-GAME CURRENCY) between BUYER and SELLER. It is a COLLABORATIVE SOCIAL INTERACTION.
EXAMPLE: LEGEND OF ZELDA, trade RUPEES for HEALTH and ITEMS
EXAMPLE: SETTLERS OF CATAN, TRADING PHASE where players can trade 5 RESOURCES..
.
PROMOTES: SOCIAL INTERACTION, COOPERATION, FREEDOM OF CHOICE for exchange of OWNERSHIP OF RESOURCES, as well as COMPETITION for Resources.
BALANCES: POWER-UPS, GAIN OWNERSHIP, RESOURCE OWNERSHIP
RESOURCES: CURRENTY, INFORMATION, MATERIALS, ACTIONS, TOOLS
INCENTIVE: Player might need different kinds of resources to progress but the basic production of the resources is not balanced. ASSYMETRIC RESOURCE DISTRIBUTION through RESOURCE GENERATORS or Player CONSTRUCTION ACTIONS. If there is SYMMETRIC RESOURCE DISTRIBUTION then there should be GEOMETRIC REWARDS FOR INVESTMENT in a single Resource.
BALANCED BY NEGOTIATION, BETRAYAL, DELIVERY, BLUFFING< TIME LIMITS, etc.
INITIATING: WHO is involved, WHEN can it happen, WHERE can it happen?
BARGAINING: Optional, but brings about more SOCIAL INTERACTION.
RESOLVING: Could include BETRAYAL, DELAYED EFFECTS and INTERRUPTABLE ACTIONS to STEAL or DESTROY Resources before they are Traded. There could also be a DELIVERY system. Trading of INDIRECT INFORMATION could involve BLUFFING.
RANSOM: Exchange Resources for Release Action)
GIFTS: One-sided Trading
Players invest Resources with the hope to achieve a certain game state, the outcome of these investments is determined, and possible rewards are distributed.
EXAMPLE: POKER, where Players bid on the value of their card hands.
EXAMPLE: RETURN TO CASTLE WOLFENSTEIN: ENEMY TERRITORY requires that a certain amount of players vote to kick out a player.
REQUIRES: LIMITED RESOURCES
PROMOTES PLAYER-DEFINED GOALS on how much Resources one wants to spend as well as what Objects to get
ALTERNATE STRATEGY TO COMBAT for GAIN OWNERHIP and ELIMINATE Goals.
BIDS:
OPEN BIDDING: Players have SYMMETRIC INFORMATION about the AMOUNT of Resources the other Players have BID.
CLOSED BIDDING: ASSYMETRIC INFORMATION.
ORDER: Often down in ROUNDS, or it can be done SIMULTANEOUSLY
OUTCOME:
The POT is a REWARD and who wins it is determined in another way. (POKER). Assumes Player DIDS ARE CONSUMED or TRANSFERRED.
The reward is specified OUTSIDE of BIDDING and the bidding is used to DETERMINE OUTCOME. (VOTING, AUCTIONS). Only the player GETTING REWARD LOSES BID.
AUCTION: REWARD given to the person who has the highest bid.
VOTING: Majority of votes decide how Game State will change.
EXAMPLE: POKER: Players give false social clues about their hand.
EXAMPLE: DIPLOMACY: Players have all information about positions of armies and fleets but players can give fale information about strategies, goals and agreements between players.
REQUIRES: ASSYMETRIC INFORMATION about Game Components with means for Players to give INDIRECT INFORMATION about them, usually via SOCIAL INTERACTION
PROMOTED BY: NEGOTIATIONS
Risk/Reward
Emotional Immersion
Tension
TENSION: Uncertainty about Results
ASSEMETRIC INFORMATION
INDIRECT COMMUNICATIONS
REWARS/PENALTIES: Basis for RISK ASSESSMENT
EXAMPLE: The Goal of CHECKERS is to Eliminate the other player’s pieces.
EXAMPLE: in COUNTER-STRIKE players who are killed are eliminated.
.
Common Eliminate goals are to destroy a Resource Generator or defeat a Boss Monster to advance.
Also speeds up and simplifies gameplay at the End Phase through removal of game elements.
ELEMENT: Usually an object controlled by a PLAYER or SYSTEM, making this a variation of OVERCOME.
HOW: COMBAT is the most common way to achieve Eliminate goals, although it can be done through other means: such as FOLDING in POKER. Also, TOURNAMENTS contain the eliminate pattern.
PERMANENT: Even if TEMPORARY, involves some kind of PENALTY, such as returning to a SPAWN POINT or taking it OUT OF PLAY for a TIME.
FIND LOCATION and OVERCOME OBSTACLES. Often has a BOSS BATTLE as a final element.
EXAMPLE: DONKEY KONG
EXAMPLE: COUNTER-STRIKE: Mission to rescue hostages.
REQUIRES: OVERCOME GUARD to promote CONFLICT.
PROMOTES: STEALTH and OVERCOME GOALS, NARRATIVE STRUCTURE.
.
WHAT/WHO: CHARACTER or UNIT
OBSTACLES.: GUARDS, DEADLY TRAPS, ALARMS, BOSS MONSTERS.
SAFE AREA: SAFE HAVEN.
OTHER GOALS: Gives FREEDOM OF CHOICE.
Games played in face-to-face situations tend to have social interacting between players even though the game itself would not require it.
Negotiations are specific MODES OF PLAY where Players have to agree on something. The Negotiations can uncontrolled by the Game System or have formalized rules.
EXAMPLE: DIPLOMACY has a specific diplomacy phases during which players are able to negotiate alliances and coordinate actions.
EXAMPLE: SETTLERS OF CATAN has a Trading Phase where players can negotiate with each other about Trade.
EXTRA-GAME: No rules need to be set up.
INITIATED: WHO can initiate, how are PARTICIPANTS determined, WHAT can be negotiated.
BARGAINING: Offers/Counteroffers.
AGREEMENTS: Initiated player decides agreement is reached, the players who agree end the negotiation; some form of voting or bidding determines the outcome.
THIRD PARTIES: Presenting an alternate bid or information about whether the bargain is not fair to one party.
BREACHES:
EXAMPLE: THE PRISONERS DILEMMA. How much do players trust each other? COOPERATION vs. BETRAYAL.
EXAMPLE: THE TRAGEDIES OF THE COMMONS: When a resource (the commons) is shared, everyone can use it, but no one is responsible for protecting it. But if one person over-uses it for their benefit, it is destroyed for everyone.
REQUIRES: INDIVIDUAL REWARDS but SHARED PENALTIES, with REWARDS OUTWEIGHING PENALTIES.
Players agree on TIED RESULTS, but on e player receives ALL THE REWARDS.
Social Organizations, where PENALTY is social rejection but REWARD is spending time on other activities.
Enemies that are enemies due to misunderstandings that Players are aware of.
PRISONERS DILEMMA: Requires DELAYED EFFECT for TENSION
TRAGEDY OF THE COMMONS: Requires SHARED and RENEWABLE RESOURCE that has a REWARD for use but has a RENEWAL LIMIT Use a CONVERTER to CREATE HIGHER LEVEL REWARDS (Such as a general using a shared city to create better troops for himself.
PROMOTES: EMOTIONAL IMMERSION, RISK/REWARD DECISIONS, SOCIAL ORGANIZATIONS, DYNAMIC ALLIANCES
BALANCE: COOPERATION, COMPETITION, CHANCE TO SUCCEED
CONFLICTS WITH: INDIVIDUAL PENALTIES
.
SHARED PENALTIES
INDIVIDUAL REWARDS: Rewards should outweigh the penalties.