Social PlayOutlineSlide 3Design projectHalo 2Slide 6Slide 7Social organizationPlay communityRolesRoles cont'dRoles in MMORPGsDesigning for rolesEmergent social phenomenaAssassin (Fall 2005)Assassin (Winter 2006)EmergenceRules as social contractRule negotiationRule negotiation cont'dRule breakingForbidden play"Spin the Bottle""Spin the Bottle" cont'dCyberingMMOEGGender BendingUnbounded communityGuildsDesign questionsMondaySocial PlayRobin BurkeGAM 224OutlineAdminRules paperDesign projectSocial PlayGAM 206: History of GamesUP Credit!M/W 1:30– 3:00 pmProfessor Robin BurkeDesign projectDue todayFirst draft of card gameNext WednesdayPresentationsCompleted gameReaction paper #2 was due MondayHalo 2Social PlayWhat is going on here?The play is not just on the screenit is in the roombetween the playersbetween the audience and the playersSocial PlayThis is the foundation of most pre-computer gamesthe only way to have an opponentImportant factor in play experiencehow else to explain "Thunderstorm"?Social organizationInternally-derivedthe game assign social roles to playersor game roles with social consequencesExternally-derivedthe players bring their own relationships to the gamePlay communityWe talk about the community that forms around a gamean instance of a game•(a game in play)Can be large•Players + spectators + referees + hot dog vendors + ....bounded game communityDifferent from the community that forms around a gamein order to promote it and share experiencesunbounded game communityRolesRoles are sets of characteristic behaviorsenabled or required by the game rulestaking a role often requires other players to assume opposing rolesExample"it" vs the rest in a game of tagoffensive vs defensive team in footballRoles cont'dGames let players assume many social rolesSometimesvery different from their normal ones•thug•cyborg warrior•kingBut with distancewith low risk "it's only a game"Some people (usually non-gamers) find social role experimentation disturbingbut this is not different from informal playRoles in MMORPGsAchieverswant to achieve the highest levels and best gearwill explore in order to do sowill socialize to learn moreExplorerswant to see more of the gameknow the most about the mapknow all of the spells and abilitiesSocializerswant to make friends and engage in group activitieswill accumulate levels as necessary to keep up with groupKillers / Grieferswant to exercise power over otherswill accumulate levels / gear in order to be able to cause more harmDesigning for rolesGame design can enhance or inhibit rolesTurn off / allow player vs player combat •= discourage / encourage the "killer" roleEnhance player to player communication •= encourage "socializer" roleRelease constant geographic expansions •= keep "explorer" types busyMake some quests unachievable by single individual •= require socializing by "achievers"Some games do all of these thingsto try to satisfy all of the audiencesEmergent social phenomenaRules have social consequencesNot always predictable how they will be realizedMay result in unexpected gameplay scenariosSome games try to eliminate thisBridge•partners are screened from each other to prevent signals•other than standard bidding conventionsAssassin (Fall 2005)individual vs individualone target per personrandomly assignedrestrictions on kill locationsConsequencesafter an initial burst of kills•nothing•no movement for weeksnumerous rule changes to speed things upultimately dropped players with no kills•left active playersExplanation"lying low" was very successfulsocial networks too sparseAssassin (Winter 2006)team vs teamassimilation rulezombie ruleno location restrictionsConsequencesfaster paced gamestudents skipping classExplanationsocial networks largerpossibilities for teamworkEmergence Couplings occur not just with in-game objects and behaviorsBut also with external individuals and relationshipsCan be hard to predictRules as social contractRemember that play exists as a safe space for conflictRulesmutually-agreed uponbindingrepeatablePlay requires agreementagreement generates a social relationshipsocial relationships require "negotiation" to maintainRule negotiationThe game becomes a place where social relationships are expressed"House rules"•Players agree to follow their own rules•may allow violations of standard rules•may enforce normally implicit rulesSocial tensions in the play communitymay be expressed as conflict over rulesBook's example•Foursquare•"Rooie Rules"Rule negotiation cont'dNot available (yet) in single-player gamesBut always possible in multi-player gameslimiting factor: tools for communicationExampleWoW•communication with opposite faction very, very limited•gameplay reason•sense of distance and hostility to opposing sideRule breakingUnsportsmanlikefollows the rules but doesn't acknowledge the play communityviolates the spirit of the gameCheaterviolates the rules in order to winwants unfair advantage but is still playingSpoil-sportviolates the magic circledenies the game its spaceForbidden playPlay with social relationshipscan turn into play that explores taboo areas of behaviorThe game creates distancein which (otherwise) unacceptable actsare contained and sanitizedExample"I killed my professor today""Spin the Bottle"Rules1 player in the middle, the rest in a circlecenter player spins a bottlekisses the player pointed toWhat does the kiss mean?execution of an operational rule•play relationshipsatisfaction of a desire for intimacy•romantic relationshipThe game generates deliberate ambiguity"Spin the Bottle" cont'dPlay with social rolesallows "trying on" social possibilitieswith lower riskwithout all of the normal consequencesCyberingusing the socialization mechanics of an on-line gameto create forbidden romantic / sexual playMMOEG"Massively Multi-player On-line Erotic Games"At least four titles in the next year or twoRapture On LineSpend the NightNaughty AmericaHeavenly Bodiesothers in the worksGames that exist (almost) entirely for the purpose
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