Games & Virtual Worlds Series
Non-Core Mechanics: Social Interactions
Understanding Games: How Video Games & Board Games Work
Social Interaction Mechanics
Any multiplayer game involves social interactions, especially when players are in the same room. However telepresence technologies often make remote communication almost as fluid as they would be when players are colocated in the same space. Online games, where participants can’t see or hear one another, require additional social mechanics.
Below is a list from Fundamentals of Game Design (Third Edition by Ernest Adams, though note that most of these mechanics come from Raph Koster’s “Social Mechanics for Social Games” presentation, cited by Adams.) of some common social game mechanics. The list is classified into categories of social interaction in gameplay (cooperation, competitiveness, etc.) and specific social interaction mechanics, such as forming social hierarchies.
Cooperation Mechanics
Advising and mentoring
Giving
Loaning
Supporting or assisting
Trade (obligatory reciprocity)
Common labor for a purpose
Tragedy of the commons
Creation Mechanics
Crowdsourcing
User-generated content (UGC)
Public galleries of UGC
Competition Mechanics
Comparing scores
Leader boards
Tournament play
Competing for renewable resources
Competing for limited resources
Racing
Tug of war
Handicapping
Bidding and auctions
Deception or bluffing
Pay-to-win
Team Play Mechanics
Group identity definition
Specialized roles
Planning strategy and tactics
Assembling short-term teams
Assembling long-term teams
Recruiting players
Coordinating activity in real time
Keeping secret information
Ambiguous Situations Mechanics
Trust
Betrayal
Spying or sabotage
Vigilantism
Social Hierarchy Mechanics
Referees or game masters
Choosing leaders
Exclusivity
Reputation and fame systems
Taunting
Pure Socializing Mechanics
Performing for others
Rituals and ceremonies
Role-playing in character
Planning social events
Complimenting
Note that any and all of these mechanics can interact with each other.
Griefers & Samaritans
Griefers and Samaritans are terms that are often used in online multiplayer games to refer to different types of players with atypical behavior patterns.
Griefers are players who intentionally cause harm or annoyance to other players, often for the sake of causing trouble or causing a reaction. Griefers may use a variety of tactics to disrupt the gameplay of other players, such as camping, killing teammates, stealing resources, or spamming chat channels.
Griefing can be a major problem in online multiplayer games, as it can create a negative and unpleasant environment for other players. Griefing can also undermine the integrity of the game, as it can disrupt the balance of the game and make it less enjoyable for legitimate players.
To deal with griefers, many online multiplayer games include features such as reporting and blocking tools, which allow players to report and ignore players who are causing trouble. Some games also include moderation systems that can detect and punish players who are engaging in griefing behavior.
Samaritans, on the other hand, are players who intentionally help or assist other players, often for the sake of being helpful or creating a positive community. Samaritans may use a variety of tactics to support and aid other players, such as sharing resources, providing assistance in combat, or offering advice and guidance.
While griefers can create problems and conflicts in online multiplayer games, Samaritans can help to create a more positive and supportive community. Many players appreciate the assistance and support of Samaritans, and these players can often play an important role in helping to create a more enjoyable and welcoming experience. Most game developers feel that the best way to deal with Griefers is to simply ban them from the game.
Related Articles
The Game State, Information & Movement
Chance, Probability & Fairness
Trade-Offs, Dilemmas, Sacrifices, Risk & Reward
Actions, Events, Choices, Time & Turn Taking
Ethics, Morality, Violence & Realism
Overview of Video Game Systems
Non-Core Mechanics: Progression
Common Digital Gaming Platforms
Bibliography & Further Reading
- A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design by Anna Anthropy and Naomi Clark
- A Theory of Fun for Game Design by Raph Koster
- Advanced Game Design: A Systems Approach by Michael Sellers
- An Introduction to Game Studies by Frans Mayra
- Basics of Game Design by Michael Moore
- Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made by Jason Schreier
- Board Game Design Advice: From the Best in the World vol 1 by Gabe Barrett
- Building Blocks of Tabletop Game Design: an Encyclopedia Of Mechanisms by Geoffrey Engelstein and Isaac Shalev
- Character Development and Storytelling for Games by Lee Sheldon
- Chris Crawford on Game Design by Chris Crawford
- Clockwork Game Design by Keith Burgun
- Elements of Game Design by Robert Zubek
- Fundamentals of Game Design by Ernest Adams
- Fundamentals of Puzzle and Casual Game Design by Ernest Adams
- Game Design Foundations by Brenda Romero
- Game Design Workshop by Tracy Fullerton
- Game Mechanics: Advanced Game Design by Ernest Adams and Joris Dormans
- Game Writing: Narrative Skills for Videogames edited by Chris Bateman
- Games, Design and Play: A detailed approach to iterative game design by Colleen Macklin and John Sharp
- Introduction to Game Systems Design by Dax Gazaway
- Kobold Guide to Board Game Design by Mike Selinker, David Howell, et al
- Kobold’s Guide to Worldbuilding edited by Janna Silverstein
- Level Up! The Guide to Great Video Game Design, 2nd Edition by Scott Rogers
- Narrating Space / Spatializing Narrative: Where Narrative Theory and Geography Meet by Marie-Laure Ryan, Kenneth Foote, et al.
- Narrative Theory: A Critical Introduction by Kent Puckett
- Narrative Theory: Core Concepts and Critical Debates by David Herman, James Phelan, et al.
- Narratology: Introduction to the Theory of Narrative, Fourth Edition by Mieke Bal
- Practical Game Design by Adam Kramarzewski and Ennio De Nucci
- Procedural Storytelling in Game Design by Tanya X. Short and Tarn Adams
- Professional Techniques for Video Game Writing by Wendy Despain
- Rules of Play by Salen and Zimmerman
- Storyworlds Across Media: Toward a Media-Conscious Narratology (Frontiers of Narrative) by Marie-Laure Ryan, Jan-Noël Thon, et al
- Tabletop Game Design for Video Game Designers by Ethan Ham
- The Art of Game Design, 3rd Edition by Jesse Schell
- The Board Game Designer’s Guide: The Easy 4 Step Process to Create Amazing Games That People Can’t Stop Playing by Joe Slack
- The Cambridge Introduction to Narrative by H. Porter Abbott
- The Grasshopper, by Bernard Suits
- The Routledge Companion to Video Game Studies by Bernard Perron and Mark J.P. Wolf
- The Routledge Encyclopedia of Narrative Theory by David Herman
- The Ultimate Guide to Video Game Writing and Design by Flint Dille & John Zuur Platten
- Unboxed: Board Game Experience and Design by Gordon Calleja
- Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques by Evan Skolnick
- Writing for Video Game Genres: From FPS to RPG edited by Wendy Despain
- Writing for Video Games by Steve Ince
- 100 Principles of Game Design by DESPAIN