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.
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