17
Nov
09

Out of the frying pan…

I don’t know what you think, but for me, a social game, as opposed to an anti-social one, is one that requires a significant portion of the skills that I am pouring into the game to be of social nature, e.g. friendship, empathy, and loyalty, to name a few. From that point of view, a purely competitive game, e.g. deathmatch, would be anti-social, so we’re not simply talking multi-player games here.

Whenever there is more than one person around (to a lesser degree, this includes NPCs), there is potential for some kind of social relationship. The problem is that the thing most dangerous for any such fledging social relationship is the game itself, or rather its rules. To be exact, it is the win/loss conditions, even if there aren’t any explicit ones: Perceived ones will do just fine.

Since every player apparently has at least implicitly agreed to play by those rules, there is an unspoken agreement that just about every kind of behavior is ok, as long as it is by the (game) rules. The most common type of emergent behavior will usually be caused by a player’s urge to win the game, and most of the time it won’t be one pleasant to the others, since not everyone can be a winner, making behaviors where oneself is the only benefactor the most logical ones.

 

“So what”, you say, “There’s anti-social behavior in a game?” I agree, that by itself isn’t worth mentioning. The real bummer is this: Putting in more rules to make things “more social” might even make things worse overall.

 

Let’s have a look at some of the more commonly encountered “social” behaviors.

 

The most common case, found in every MMO, might be “Rolling (dice) for everything”, i.e. stating that one needs just about every item there is to be found on any occasion. Either the guy is poor, or dressed in rags because his cool stuff is in the bank, or happens to play a particularly versatile class – he just needs it all.
In real life his friends would hit him over the head for being greedy, or tell him to go play alone in some dark corner, but in the game, it’s just playing by the rules. How could you really blame him for that?
Never mind that those rules (i.e. actually having to roll dice to be allowed to loot) have been put in to make things overall MORE social – most likely to prevent “ninja-looting” (simply taking what you want, without asking the others). Thing is, you would actually just throw a ninja-looter out of the guild, or your friends list, possibly ending the anti-social behavior rather quickly. After all, you can hardly justify ninja-looting with “playing by the rules”. Rolling on everything, though? That’s not nearly bad enough to warrant that. That guy is here to stay.

 

Then there’s “Scamming”, which is also commonly found in MMOs, e.g. sending someone a gift-wrapped item, putting a high C.O.D. price tag on it even though there’s only crap inside. One might think that adding a postal delivery service to an MMO would make players happy that they don’t have to hand-deliver everything anymore.

Turns out they are, but it also opens the gate to mass scamming. After all, it’s “by the rules”, since you don’t HAVE to accept the delivery. Chances are some of the nicer guys in your guild will have done that as well.

It’s the same thing for auction houses. Somebody puts up an auction for a piece of crap for 50 gold coins instead of 50 copper coins, and some poor guy buys it because gold and copper look somewhat similar? “It’s the buyers fault; he could have paid more attention.”

 

Yes, he could have, but that still doesn’t change the fact that the guy who put up the auction is behaving quite anti-social, but can comfortably hide behind the rules. With every new safeguard that is put in place, chances are people are actually gaining more freedom to openly act anti-social without having to fear repercussions. The anti-social behavior itself, i.e. the acts it manifests itself in, may become less and less impactful. But the barrier of entry crumbles proportionally, and so rises the number of cases in total.

 

Even more interesting are situations where there was no bad behavior to start with – only a lack of game rules. In such cases, players tend to make up their own, often surprisingly social, systems, and a designer might want to support them as soon as he witnesses it, e.g. to enable them to spend more time playing the game. Often this can have quite the opposite results of what one might expect. The moment something is an official game rule, it is officially subject to exploitation. That exploitation probably won’t leave much room for social behavior that made it a great experience in the first place.

 

So what do we learn from all of that?

 

First and foremost, think long and hard about what mechanics you add to the game in order to regulate or facilitate social behavior.

Unless your target group is among the least “gamey” ones, e.g. hardcore roleplaying fans, your players will very often put the game first, and those other target groups usually don’t need any encouragement to “play nice” anyway – chances are they are enjoying it the rough way.

 

Second, sometimes less is simply more.


3 Responses to “Out of the frying pan…”


  1. November 18, 2009 at 07:36

    I get this feeling you are somehow (also) describing the fundament of monetization and viral marketing for social games. ;)
    Although I am irritated by the “viral online marketing scam” I gotta’ admit it is a great way to monetize the shit out of your game.
    Or did I get something wrong out of your text?

  2. 2 Andre Beccu
    November 19, 2009 at 12:28

    Yes, I agree, viral marketing is one of the not-so-social uses of what was (usually) originally intended to be of some other use.

    And the fact that it is very effective and efficient in what it does just proves that people will do just about everything within an implicit set of rules to “win”, i.e. make money in that case.

    Here, the rules are “if it is a network meant to send messages, doing that is just fine”. The barrier of entry to doing that is significantly lower than the one for simply talking to strangers on the street. I bet there are more spam messages being sent around than world-wide discussions per day :-) .

    • November 19, 2009 at 23:59

      So we both agree that what is does works and I think that also it is very annoying to people, it’s ment to be :)

      As a gamedeveloper I have to face the fact that my company HAS to be profitable. Making good games but burning money wont lead to anything but another investor who realized that spending 1 million on some “dream” construct and vision doesn’t perform and therefore will get him nothing.
      People have to realize that they have to focus more on performance and monetization.

      F.e. a banner is calculated on a click rate starting at about 0.3%, and prices for banners were (now adays they are measured by performance) mesured in cost per million (actually million means 1000 – don’t ask me why they still call it million).
      With these numbers you already get a feeling how much advertising I need to get people on my game.

      So if I want to run a profitable online game company and stay in business I have to be glad for every new way to advertise my game, by all means. So I perhaps have to face the fact that those people who are annoyed by my (in this case) viral marketing on facebook are like the 99,7% who never clicked on a banner.

      At the moment the only differences to banner advertisement are – it is new, it comes from “my friends” and the new facebook rules which are about to come are not established yet – they will put games in a complete category so you can switch game related news and information from your friends off. After that it will be like banner ads…

      And it is pretty sure what will happen after that … but this would become another inside facebook if we go into detail ;)


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