Friendship Patterns - GDC 2016 - Public

How to design games so that the players benefit from better friendship formation.

games
multiplayer
social media
game dev
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Friendship Patterns - GDC 2016 - Public

How to design games so that the players benefit from better friendship formation.

games, multiplayer, social media, game dev

Designing Friendship

Tools to growing meaningful friendships in online games

Link to full talk video: http://www.gdcvault.com/play/1024955/Game-Design-Patterns-for-Building

Daniel Cook Game designer for 20 years

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Design writings on LostGarden.com

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Chief Creative Officer at Spry Fox, a small game studio.

Mostly as a lead designer or creative director

Co-founder of Spry Fox

Design for Triple Town, Panda Poet, Road Not Taken, Alphabear, Steambirds, Realm of the Mad God, Beartopia, Bunni and Tyrian.

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I’ve worked on a bunch of small tight evergreen single player games.

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But then I started getting into designing multiplayer games. It is my current passion.

This is Realm of the Mad God. Flash MMO with millions of players

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I’ve continued this trend. Here’s Steambirds, our latest MMO. We also recently released Beartopia, a VR MMO

Happiness

I don’t build game because I love games. Games are just a tool.

I build games because I want to bring happiness to the world.

So I went looking for things that improve happiness.

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A small number of

deep friendships leads to greater happiness in life

One of the biggest drivers of thriving.

Most people only have 5 to 7 close friends

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Large numbers of

shallow, status-based relationships leads to

increased depression

“Close Friendship Strength and Broader Peer Group Desirability as Differential Predictors of Adult Mental Health”, Narr, Allen, Tan, Loeb

The flip side

This findings are especially true with teens.

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So...how can online games create meaningful friendships?

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The Fantasy

We design a many games as if they can use the naive social structures that exist in the real world. Many of our game rules assume the polite face to face interactions you might get in a game with family or friends will be the same for online gaming.

This is a high bandwidth, high trust environment.

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The Reality

Instead we interact mostly with strangers, mediated through the computer.

This is a low trust, low bandwidth environment.

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Match-based systems

create throwaway relationships

Which leads to a lot of toxic behavior. In Match-based systems, stranger fight. And when the match ends, you never see one another again. There’s not chance to become friends.

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Viral systems turn friendship into an dehumanized marketing resource

You click a friend button to earn a currency. A user count ticks up somewhere. Your ‘friend’ is just are a cog in a marketing machine.

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Restricted or unsafe chats

kills deep relationships

In some games you aren’t allowed to chat. Those other players could be bots for all you know.

In other games, you don’t bother with chat. Since you don’t want hate spewed at you. In either case, you make no friends.

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Can we do better?

Is there a framework for building better friendships?

There’s a huge opportunity here. Games absolutely build friendships. But they have a lot of really stupid practices that actively hurt friendship formation. How can we design games that are better at building friendships?

How do we build games that help humans be their best possible self?

If only someone had studied this topic…

1950s, Schachter and Festinger. Giants in the field of social psychology.

Broke away from pure behaviorism and started looking at how people interact in groups.

We owe the term Cognitive dissonance to Festinger. Schachter went on to create his two factor theory of emotion.

4200 results on just social proximity (propinquity) and friendship since 2010. Still a broadly used and studied concept.

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A proven model for friendship formation

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The Laws of Friendship Formation

Proximity

Similarity

Reciprocity

Disclosure

Here are the 3 factors you need for friendship formation. If you don’t have them in your game, deep friendships don’t form. We’ll also talk about the two accelerants: Similarity, Intensity

We are going to go through each of these. What they are. And examples of how to build them into your game.

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1. Proximity

Propinquity: Social distance

Repeat, Serendipitous Interactions

YO! Mary!

Hi Jill!

Density: Intentionally design for concurrent density, not physical space.

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Repeat, Serendipitous Interactions

Mary. Again.

Jill?!

Players need to bump into one another multiple times. Once is not enough.

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Density

I have no friends

Mary’s here!

It is too crowded!

Density: Intentionally design for concurrent density, not physical space.

MMO’s have a problem with density. Often we say “Let’s make an infinite world” and as a result you are creating very low density. Fixed number of people / a large area = low density.

There are issues with high density as well. Past Dunbar’s number (80 to 150), people don’t have enough mental resources to maintain meaningful relationships. Those extra people start being treated in a disposable fashion.

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This is a Logistics Challenge

Problem of one sort (Social Psychology) transforms into the problem of another sort (Logistics)

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Example of logistics thinking

Why not just play with friends?

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Concurrency Ratios

MMO: 10:1

Online Console Service (like Xbox Live): 25:1

Individual Console game: 150:1

Web game: 250:1

Games have a property known as the concurrency ratio. This is the number of monthly active players divided by the number of current online players.

In the best case scenario, maybe 1/10th of your players are online at any time.

Your Friends Aren’t Online

Concurrency of 25:1 means…

if you have 10 friends…

33% chance a friend is online when you are

This means your friends probably aren’t around.

1- (24/25)^25 = 64%

1- (24/25)^10 = 33%

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The insight

Friendship rarely transfers to new contexts due to logistics

Design bomb

So you need to build up new friends out of strangers. UGH!

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Design Tools to

Maximize Proximity

Theory is great, but practical tools will help you get your job done.

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Basic Tools

Persistent Identity: +Repeat Encounters

Events: +Density

Daily Incentives: +Repeat Encounters

Offline Communities: +Repeat Encounters

Anonymous players

Huge, empty areas

Many gameplay modes

Separating player by skill

Basic Anti-Patterns

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The Big Anti-Pattern

Matches

Come from board games and sports. Super popular. Super problematic.

Just because everyone builds a game with a certain architecture doesn’t mean it is smart.

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The Amazing Eternals

“Unfortunately, the game wasn’t attracting players fast enough to support a viable matchmaking player base with the current game design direction, which is the lifeblood of this type of game”

– Digital Extremes

Big killer of games while I was at Microsoft as well.

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Match Maker

Wait in lobby

Play match

Bored!

Nothing more density killing than a game that is about waiting in the lobby.

Works only with mega hits

High churn due to matchmaking queues

Low repeat interactions

The cost of this hoary old pattern

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We can design Better

Match-based games are a weak friendship design

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Pattern: Rooms!

Density Management

Repeat Encounters

Low wait times

Here’s an alternative patterns (I call them Rooms, others calls them Spaces)

Join

in Progress

Leave

in Progress

N slots

in Room

Big benefit: There’s no waiting.

Downside is that there no starting and stopping of a match, so you have to give up a lot of the pacing mechanisms associated with a match

(Consider opt-in goals that operate per person or per small group. One goal completing doesn’t bring the room to a halt. A match is just a room with 1 shared goal)

slither.io

slither.io.

No matchmaking wait.

Time to get into a game including loading the entire game: 6 seconds.

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Pattern: Active Waiting Rooms

Let’s look at how GuildWars II extends the basic room pattern into a new pattern: Active Waiting Rooms

Room with single player quests

You pop into a room. And then you are prompted to do these little single player side quests. This keeps you busy and entertained even when there aren’t other people around.

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Public Event

But once you get enough people, a public event occurs. Now you have the option to do a more communal quests with a higher density of players, plus shared goals for the group.

The public events in Destiny 2 have a similar vibe

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Prevents premature leaving

Maximizes ideal density (+Serendipity)

Event

Summary of that example

Players in matchmaking queues leave

Instead immediately put them in a game room

Keep them occupied with 1 to N player activities

Once critical player count reached, trigger main events

Pattern: Elastic Instancing of Rooms

How do you manage player density?

Hard to see with all the people running around, but in the hub of the game, you can take portals into instances of the main world.

We knew how the concurrent player population, how many people were online. And we knew we wanted to have around 10 to 80 players in each.

If they got over crowded, we could add more.

Hub

Instances

Ideal Gameplay Density

+Serendipity

Social space

+Serendipity

Summary of that example

Players in matchmaking queues leave

Instead immediately put them in a game room

Keep them occupied with 1 to N player activities

Once critical player count reached, trigger main events

# of Rooms

Concurrent Players

Ideal Players per Room

Create number of instanced shards to maximize player density

Concurrent = Number of concurrent players

Density = Desired number of players per instance

Slop = Slop slots. Slop is a set of slots that are usually kept empty but allow for friend invites and other intentional joining of a known room. They lubricate the logistics.

Rooms = Concurrent / (Density + Slop)

Smarty pants question from the crowd

What happens when population shrinks?

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Pattern: Garbage Collection of Instances

In Realm of the Mad God

Players ‘beat’ instanced servers

Those servers go away

Don’t create new instances

This patterns lets you get rid of extra rooms so you can maintain your ideal density.

Pattern: Voluntary Migration

Guild Wars 2

If server population is low

Bribe players to leave server

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Pattern: Involuntary Migration

In Guild Wa

Friendship Patterns - GDC 2016 - Public
Info
Tags Games, Multiplayer, Social media, Game dev
Type Google Slide
Published 07/05/2024, 15:46:09

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