Breaking it Down: How Rules Make a Game Part 2

Glory and Shame
Powerful Psychology in Multiplayer Online Games
Based on Work From Jonathan Baron
Jonathan Baron
• This talk is based on the writeup of a
talk given at GDC in 1999
• Read the original at
http://www.gamasutra.com/view/feature/
131802/glory_and_shame_powerful_.p
hp
• Jonathan Baron was a designer at
Kesmai at the time.
What Can Single Player
Games Do?
• Challenge
• Offer release
• Offer escape
• Frustrate
• Satisfy
• Offer joy
• Offer ecstasy
• Enrich
Two Think That Only
Multiplayer Can Do
• Shame the player
• Bring the player glory
Why Shame and Glory?
• Both of these emotions require an
audience that the player has a
relationship with
Anonymity Undermines
• If you can play without any identifiable
traits then true glory and shame are not
possible.
Doing Away With Anonymity
• Consistent player names
• Tracked performance
• Advancement systems
• Any persistence
Glory vs. Shame
• Glory is achieved at the price of
shaming others.
• The greater the shame, the greater the
glory.
Online Relationships are
Real Relationships
• yeah obviously, says the 2013 man.
Power of Shame
• It has held entire societies together
• It runs deeply through all cultures
• Everyone here has probably felt it at
some point.
The Problem with Glory
• The more others feel shame the greater
the glory feels.
• We may think we’re motivated by
recognition but the reason we come
back is due to our role in the social
fabric of the game.
The Pure Meritocracy
• Performance is tied entirely to skill.
• Nothing can short-circuit our
advancement outside of practice.
• Skill will eventually degrade with time.
Cumulative Character
Games
• Everyone becomes more powerful
through play.
• The rate may vary but everyone gets
there eventually.
Problems With Characters
• Eventually the achievements will run
out and the game becomes about
development.
Achievement vs.
Development
• Achievement is about meeting the
challenges posed by game design.
• Development is your growth in the
society of the game world.
Achievement
• In a competitive environment where
many are trying for one set goal means
glory for the winners and shame for the
losers.
Development
• Development comes not from your
ability to achieve game goals but rather
the ability of the game to reveal who
you are.
Development over
Achievement
• Don’t build a pyramid.
• If your mechanic can only be mastered
by a few then your community will be
filled with chest-beating bravado.
Development over
Achievement
• Shelter your young.
• Develop rites of passage.
• Give people space to grow and
celebrate advancement.
Development over
Achievement
• Design a game where achievement
allows and encourages many different
way to be successful.
• Give people several ways to be useful.