Difference between revisions of "Social Roles"

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== Using the pattern ==
 
== Using the pattern ==
Having [[Multiplayer Games]] is a basic requirement for [[Social Roles]] to be possible but [[Massively Multiplayer Online Games]] are even better foundations since there players have a large group of other players to take on roles with. [[Guilds]], [[Parties]], and [[Teams]] are general ways of grouping players together which may further incline [[Social Roles]] to emerge but without specifically influencing which roles do so. [[Functional Roles]]  
+
Having [[Multiplayer Games]] is a basic requirement for [[Social Roles]] to be possible but [[Massively Multiplayer Online Games]] are even better foundations since there players have a large group of other players to take on roles with. Unless players have [[Unmediated Social Interaction]], [[Chat Channels|Chat]] or  [[Communication Channels]] are also necessary for [[Social Roles]] to function; [[Limited Communication Abilities]] works against [[Social Roles]] developing (but see the outcast role below). [[Guilds]], [[Parties]], [[Social Organizations]], and [[Teams]] are general ways of grouping players together which may further incline [[Social Roles]] to emerge but without specifically influencing which roles do so. [[Functional Roles]], or the possibility to develop [[Competence Areas]] in [[Multiplayer Games]], link the [[Social Roles]] directly to specific gameplay skills.
  
,
+
[[Roleplaying]] moves the [[Social Roles]] from being based on the players to being based on their [[Characters]] but can just as well provide these roles. The use of [[Internal Rivalry]] or successfully motivating players to adhere to [[Thematic Consistency]] together with [[Roleplaying]] further strengthens the likelihood that players while adopt [[Social Roles]] for their [[Characters]].
What gameplay design patterns hinder or support [[Social Roles]] depend heavily on the specifics of individual [[Social Roles]]. Examples of possible [[Social Roles]] are:
+
 
 +
Besides these pattern, what gameplay design patterns hinder or support [[Social Roles]] depend heavily on the specifics of individual [[Social Roles]]. Examples of possible [[Social Roles]] are:
  
 
* Banned – players not allowed to play the game due to [[Player Kicking]].
 
* Banned – players not allowed to play the game due to [[Player Kicking]].
* Outcasts – players excluded from social interaction with the other players.  
+
* Outcasts – players excluded from social interaction with the other players. Allowing players to set [[Limited Communication Abilities]] for other players is one way of achieving this.  
 
* Recluses – players willingly isolating themselves from social interaction with other players. [[Spectators]] offers one way of supporting recluses, and [[Tiered Participation]] another.
 
* Recluses – players willingly isolating themselves from social interaction with other players. [[Spectators]] offers one way of supporting recluses, and [[Tiered Participation]] another.
 
* Motivators – players providing or advocating activities and experiences in the game without seeking any in-game benefit. [[Entitled Players]] and [[Game Masters]] can support this role.  
 
* Motivators – players providing or advocating activities and experiences in the game without seeking any in-game benefit. [[Entitled Players]] and [[Game Masters]] can support this role.  
* Negotiators – players negotiating between two other players.  
+
* Negotiators – players negotiating between two other players. Quite obviously, [[Negotiation]] may support this role (if a player can negotiate between two other players that is), but [[Cooperation]] and [[Coordination]] are also good candidates.
 
* Mediators – players performing actions for other players, either through their own actions or by taking over other players' possibilities to influence the game. Just as they can support motivators, the use of [[Entitled Players]] can support mediators. A less active form of this is that of facilitators, which may not be seen as players; [[Game Masters]] is an example of this.  
 
* Mediators – players performing actions for other players, either through their own actions or by taking over other players' possibilities to influence the game. Just as they can support motivators, the use of [[Entitled Players]] can support mediators. A less active form of this is that of facilitators, which may not be seen as players; [[Game Masters]] is an example of this.  
* Helpers – players actively helping other players perform actions in the game. The need for helpers can be achieved through using [[Helplessness]].
+
* Helpers – players actively helping other players perform actions in the game. An explicit need for helpers can be achieved through using [[Helplessness]] but [[Cooperation]] and [[Coordination]] can do so without necessarily limiting other players.  
 
* Violators – players trying to affect other players’ gameplay against their will through explicit actions.  
 
* Violators – players trying to affect other players’ gameplay against their will through explicit actions.  
 
* Dominators – players trying to influence other players to perform specific actions for the player’s own in-game benefits. [[Guilting]] and the possibility of appointing [[Scapegoats]] can support this.  
 
* Dominators – players trying to influence other players to perform specific actions for the player’s own in-game benefits. [[Guilting]] and the possibility of appointing [[Scapegoats]] can support this.  
 
* Exhibitionists – players performing actions in the game to gain the other players’ attention or simply [[Bragging]] about previous actions. [[Tiered Participation]] can let those that want to have extra attention placed on them receive this.
 
* Exhibitionists – players performing actions in the game to gain the other players’ attention or simply [[Bragging]] about previous actions. [[Tiered Participation]] can let those that want to have extra attention placed on them receive this.
  
[[Roleplaying]] moves the [[Social Roles]] from being based on the players to being based on their [[Characters]] but can just as well provide these roles.
 
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Chat Channels]],
+
[[Bidding]]
[[Communication Channels]],
+
[[Bluffing]]
[[Cooperation]],
+
[[Betrayal]]
[[Coordination]],
+
[[Alliances]]
 +
[[Dynamic Alliances]]
 +
 
 +
[[Ninja Looting]]
 +
[[Conflicts]]
 +
[[Enactment]]
 +
 
 
[[Fudged Results]],  
 
[[Fudged Results]],  
[[Limited Communication Abilities]],
 
[[Negotiation]],
 
 
[[Social Dilemmas]],  
 
[[Social Dilemmas]],  
[[Social Organizations]],
 
 
[[Team Combos]]
 
[[Team Combos]]
  
[[Competence Areas]] together with [[Multiplayer Games]]
 
 
[[Roleplaying]] together with [[Internal Rivalry]] or [[Thematic Consistency]]
 
 
=== Can Be Modulated By ===
 
[[Non-Diegetic Communication]]
 
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
+
Allowing [[Non-Diegetic Communication]] can make [[Social Roles]] easier to maintain as well as negotiate.
=== Interface Aspects ===
+
 
+
=== Narrative Aspects ===
+
  
 
== Consequences ==
 
== Consequences ==
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== Relations ==
 
== Relations ==
 +
[[Bidding]]
 +
[[Bluffing]]
 +
[[Betrayal]]
 +
[[Alliances]]
 +
[[Temporary Alliances]]
 +
[[Gameplay Mastery]]
 +
 +
[[Player-Decided Distributions]]
 +
[[Player-Decided Results]]
 +
[[Secret Alliances]]
 +
 +
[[Shared Penalties]]
 +
[[Shared Resources]]
 +
[[Shared Rewards]]
 +
[[Trading]]
 +
 +
[[Ninja Looting]],
 +
[[Conflict]],
 +
[[Enactment]],
 +
 +
[[Excluding Groups]]
 +
[[Cartel Formation]]
 +
[[Conspiring]]
 +
[[Indirectly Aggressive Actions]]
 +
[[Directly Aggressive Actions]]
 +
 +
[[Ranking Systems]]
 +
[[Glory Rewards]]
 +
[[Referees]]
 +
[[Proxy Players]]
 +
[[Stealing]]
 +
 +
[[Character Classes]]
 +
 +
[[Auctions]]
 +
[[Coaches]]
 +
[[Extras]]
 +
 +
character-specific
 +
[[Brokering]]
 +
[[Match-Making]]
 +
[[Outcast]]
 +
[[Traitors]]
 +
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Downtime]],  
 
[[Downtime]],  
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[[Team Combos]]
 
[[Team Combos]]
 
[[Teams]],  
 
[[Teams]],  
[[Tiered Participation]]
+
[[Tiered Participation]],
 +
[[Unmediated Social Interaction]]  
  
 
[[Competence Areas]] together with [[Multiplayer Games]]
 
[[Competence Areas]] together with [[Multiplayer Games]]

Revision as of 14:53, 17 July 2014

Roles people can receive or take in relation to each other based on gameplay features.

This pattern is a still a stub.

While Bartle's paper "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs"[1] does present categories for gamers that do have aspects of social roles, these describe player preferences. The pattern described here looks at how gameplay features can evoke Social Roles.



Social Roles often

Examples

Using the pattern

Having Multiplayer Games is a basic requirement for Social Roles to be possible but Massively Multiplayer Online Games are even better foundations since there players have a large group of other players to take on roles with. Unless players have Unmediated Social Interaction, Chat or Communication Channels are also necessary for Social Roles to function; Limited Communication Abilities works against Social Roles developing (but see the outcast role below). Guilds, Parties, Social Organizations, and Teams are general ways of grouping players together which may further incline Social Roles to emerge but without specifically influencing which roles do so. Functional Roles, or the possibility to develop Competence Areas in Multiplayer Games, link the Social Roles directly to specific gameplay skills.

Roleplaying moves the Social Roles from being based on the players to being based on their Characters but can just as well provide these roles. The use of Internal Rivalry or successfully motivating players to adhere to Thematic Consistency together with Roleplaying further strengthens the likelihood that players while adopt Social Roles for their Characters.

Besides these pattern, what gameplay design patterns hinder or support Social Roles depend heavily on the specifics of individual Social Roles. Examples of possible Social Roles are:

  • Banned – players not allowed to play the game due to Player Kicking.
  • Outcasts – players excluded from social interaction with the other players. Allowing players to set Limited Communication Abilities for other players is one way of achieving this.
  • Recluses – players willingly isolating themselves from social interaction with other players. Spectators offers one way of supporting recluses, and Tiered Participation another.
  • Motivators – players providing or advocating activities and experiences in the game without seeking any in-game benefit. Entitled Players and Game Masters can support this role.
  • Negotiators – players negotiating between two other players. Quite obviously, Negotiation may support this role (if a player can negotiate between two other players that is), but Cooperation and Coordination are also good candidates.
  • Mediators – players performing actions for other players, either through their own actions or by taking over other players' possibilities to influence the game. Just as they can support motivators, the use of Entitled Players can support mediators. A less active form of this is that of facilitators, which may not be seen as players; Game Masters is an example of this.
  • Helpers – players actively helping other players perform actions in the game. An explicit need for helpers can be achieved through using Helplessness but Cooperation and Coordination can do so without necessarily limiting other players.
  • Violators – players trying to affect other players’ gameplay against their will through explicit actions.
  • Dominators – players trying to influence other players to perform specific actions for the player’s own in-game benefits. Guilting and the possibility of appointing Scapegoats can support this.
  • Exhibitionists – players performing actions in the game to gain the other players’ attention or simply Bragging about previous actions. Tiered Participation can let those that want to have extra attention placed on them receive this.


Can Be Instantiated By

Bidding Bluffing Betrayal Alliances Dynamic Alliances

Ninja Looting Conflicts Enactment

Fudged Results, Social Dilemmas, Team Combos

Diegetic Aspects

Allowing Non-Diegetic Communication can make Social Roles easier to maintain as well as negotiate.

Consequences

Can Instantiate

Downtime, Game-Based Social Statuses, Non-Diegetic Communication, Role Selection, Social Interaction, Togetherness, Varied Gameplay

Potentially Conflicting With

Actor Detachment, Enforced Player Anonymity, Limited Communication Abilities, Possibility of Anonymity

Relations

Bidding Bluffing Betrayal Alliances Temporary Alliances Gameplay Mastery

Player-Decided Distributions Player-Decided Results Secret Alliances

Shared Penalties Shared Resources Shared Rewards Trading

Ninja Looting, Conflict, Enactment,

Excluding Groups Cartel Formation Conspiring Indirectly Aggressive Actions Directly Aggressive Actions

Ranking Systems Glory Rewards Referees Proxy Players Stealing

Character Classes

Auctions Coaches Extras

character-specific Brokering Match-Making Outcast Traitors

Can Instantiate

Downtime, Game-Based Social Statuses, Non-Diegetic Communication, Role Selection, Social Interaction, Togetherness, Varied Gameplay

Can Modulate

-

Can Be Instantiated By

Bragging, Chat Channels, Communication Channels, Cooperation, Coordination, Entitled Players, Fudged Results, Functional Roles, Game Masters, Guilds, Guilting, Helplessness, Limited Communication Abilities, Massively Multiplayer Online Games, Multiplayer Games, Negotiation, Parties, Player Kicking, Roleplaying, Scapegoats, Social Dilemmas, Social Organizations, Spectators, Team Combos Teams, Tiered Participation, Unmediated Social Interaction

Competence Areas together with Multiplayer Games

Roleplaying together with Internal Rivalry or Thematic Consistency

Can Be Modulated By

Non-Diegetic Communication

Possible Closure Effects

-

Potentially Conflicting With

Actor Detachment, Enforced Player Anonymity, Limited Communication Abilities, Possibility of Anonymity

History

New pattern created in this wiki. However, the concept was introduced in the paper Socially Adaptable Games that was presented in 2005.[2].

References

  1. Bartle, R. 1996 Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs.
  2. Eriksson, D., Peitz, J. & Björk, S. 2005. Socially Adaptable Games. Lightning round presentation at Changing Views: Worlds in Play, DiGRA conference 2005.

Acknowledgements