http://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&feed=atom&action=historyDelayed Reciprocity - Revision history2024-03-29T08:11:02ZRevision history for this page on the wikiMediaWiki 1.26.2http://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&diff=26303&oldid=prevStaffan Björk at 23:34, 17 March 20182018-03-17T23:34:39Z<p></p>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>''<del class="diffchange diffchange-inline">That gameplay </del>actions that <del class="diffchange diffchange-inline">can be seen as favors to </del>others <del class="diffchange diffchange-inline">cannot be rewarded immediately with </del>returning favors.''</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>''<ins class="diffchange diffchange-inline">Gameplay </ins>actions that <ins class="diffchange diffchange-inline">helps </ins>others <ins class="diffchange diffchange-inline">and are motivated by the hope or expectation that they will result in </ins>returning favors.''</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In some games, players can have the possibility of helping each other even if they are not in the same team as long as they are not directly in opposition. When the game does not provide mechanisms for repaying those actions immediately, players have to rely on [[Delayed Reciprocity]] which may or may not be guaranteed by the game system.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In some games, players can have the possibility of helping each other even if they are not in the same team as long as they are not directly in opposition. When the game does not provide mechanisms for repaying those actions immediately, players have to rely on [[Delayed Reciprocity]] which may or may not be guaranteed by the game system.</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&diff=25568&oldid=prevStaffan Björk: /* Can Be Instantiated By */2016-09-21T09:13:02Z<p><span dir="auto"><span class="autocomment">Can Be Instantiated By</span></span></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 09:13, 21 September 2016</td>
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</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&diff=25567&oldid=prevStaffan Björk at 09:12, 21 September 20162016-09-21T09:12:55Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 09:12, 21 September 2016</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another player without any immediate benefit to the player performing the action, and that there is a possibility of having situations where the return is paid back in the future.  This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Games]]) so that their is a receiver of the benefit and trust in a future return, but [[Agents]] can be used also. Generally, [[Delayed Reciprocity]] can be created through allowing [[Altruistic Actions]] which do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another player without any immediate benefit to the player performing the action, and that there is a possibility of having situations where the return is paid back in the future.  This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Games]]) so that their is a receiver of the benefit and trust in a future return, but [[Agents]] can be used also. Generally, [[Delayed Reciprocity]] can be created through allowing [[Altruistic Actions]] which do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>One explicit way to achieve [[Delayed Reciprocity]] is by making players complete [[Collaborative Actions]] that just provide a [[Rewards|Reward]] for one player (e.g. attacks in [[Diplomacy]]), have [[Player Decided Results <del class="diffchange diffchange-inline">and Individual Rewards</del>]] under the control of one player (e.g. distributing funds after a vote in [[Junta]]), or not all players do at the same time. These all build upon [[Delayed Effects]], [[Individual Rewards]] and that other players will hold their part of a bargain and make for [[Complex Gameplay]]. Another way is to have [[Penalties]] that cause [[Helplessness]] in players (e.g. hanging from a ledge in the [[Left 4 Dead series]]) that other players can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories]] as found in games such as [[FarmVille]] do not cost players anything to do (except possibly not being able to give the gifts to some but not others). Although [[Mutual Goals]] can be used to create [[Delayed Reciprocity]], if these goals have predetermined [[Shared Rewards]] or are part of what determines the success or failure for [[Teams]] they make it more difficult for situations of [[Delayed Reciprocity]] to occur. In contrast to [[Teams]], [[Parties]] can make [[Delayed Reciprocity]] emerge between their members since membership is not defined as strongly through common gameplay goals - members may have individual goals and common goals may be implicit.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>One explicit way to achieve [[Delayed Reciprocity]] is by making players complete [[Collaborative Actions]] that just provide a [[Rewards|Reward]] for one player (e.g. attacks in [[Diplomacy]]), have [[Player<ins class="diffchange diffchange-inline">-Decided Distributions]] or [[Player-</ins>Decided Results]] under the control of one player (e.g. distributing funds after a vote in [[Junta]]), or not all players do at the same time. These all build upon [[Delayed Effects]], [[Individual Rewards]] and that other players will hold their part of a bargain and make for [[Complex Gameplay]]. Another way is to have [[Penalties]] that cause [[Helplessness]] in players (e.g. hanging from a ledge in the [[Left 4 Dead series]]) that other players can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories]] as found in games such as [[FarmVille]] do not cost players anything to do (except possibly not being able to give the gifts to some but not others). Although [[Mutual Goals]] can be used to create [[Delayed Reciprocity]], if these goals have predetermined [[Shared Rewards]] or are part of what determines the success or failure for [[Teams]] they make it more difficult for situations of [[Delayed Reciprocity]] to occur. In contrast to [[Teams]], [[Parties]] can make [[Delayed Reciprocity]] emerge between their members since membership is not defined as strongly through common gameplay goals - members may have individual goals and common goals may be implicit.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Regardless of the above, players many typically require convincing or reassuring to enter and maintain beliefs in [[Delayed Reciprocity]]. Games can enable players to give each other this through enabling them to [[Gossip]] with each other.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Regardless of the above, players many typically require convincing or reassuring to enter and maintain beliefs in [[Delayed Reciprocity]]. Games can enable players to give each other this through enabling them to [[Gossip]] with each other.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Parties]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Parties]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Player-Decided Distributions]], </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Player-Decided Results]]</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Social Organizations]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Social Organizations]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Symbiotic Player Relations]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Symbiotic Player Relations]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&diff=23334&oldid=prevStaffan Björk at 10:57, 8 August 20152015-08-08T10:57:24Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 10:57, 8 August 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l16" >Line 16:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another player without any immediate benefit to the player performing the action, and that there is a possibility of having situations where the return is paid back in the future.  This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Games]]) so that their is a receiver of the benefit and trust in a future return, but [[Agents]] can be used also. Generally, [[Delayed Reciprocity]] can be created through allowing [[Altruistic Actions]] which do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another player without any immediate benefit to the player performing the action, and that there is a possibility of having situations where the return is paid back in the future.  This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Games]]) so that their is a receiver of the benefit and trust in a future return, but [[Agents]] can be used also. Generally, [[Delayed Reciprocity]] can be created through allowing [[Altruistic Actions]] which do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>One explicit way to achieve [[Delayed Reciprocity]] is by making players complete [[Collaborative Actions]] that just provide a [[Rewards|Reward]] for one player (e.g. attacks in [[Diplomacy]]), have [[Player Decided Results and Individual Rewards]] under the control of one player (e.g. distributing funds after a vote in [[Junta]]), or not all players do at the same time. These all build upon [[Delayed Effects]] that other players will hold their part of a bargain and make for [[Complex Gameplay]]. Another way is to have [[Penalties]] that cause [[Helplessness]] in players (e.g. hanging from a ledge in the [[Left 4 Dead series]]) that other players can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories]] as found in games such as [[FarmVille]] do not cost players anything to do (except possibly not being able to give the gifts to some but not others). Although [[Mutual Goals]] can be used to create [[Delayed Reciprocity]], if these goals have predetermined [[Shared Rewards]] or are part of what determines the success or failure for [[Teams]] they make it more difficult for situations of [[Delayed Reciprocity]] to occur. In contrast to [[Teams]], [[Parties]] can make [[Delayed Reciprocity]] emerge between their members since membership is not defined as strongly through common gameplay goals - members may have individual goals and common goals may be implicit.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>One explicit way to achieve [[Delayed Reciprocity]] is by making players complete [[Collaborative Actions]] that just provide a [[Rewards|Reward]] for one player (e.g. attacks in [[Diplomacy]]), have [[Player Decided Results and Individual Rewards]] under the control of one player (e.g. distributing funds after a vote in [[Junta]]), or not all players do at the same time. These all build upon [[Delayed Effects]]<ins class="diffchange diffchange-inline">, [[Individual Rewards]] and </ins>that other players will hold their part of a bargain and make for [[Complex Gameplay]]. Another way is to have [[Penalties]] that cause [[Helplessness]] in players (e.g. hanging from a ledge in the [[Left 4 Dead series]]) that other players can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories]] as found in games such as [[FarmVille]] do not cost players anything to do (except possibly not being able to give the gifts to some but not others). Although [[Mutual Goals]] can be used to create [[Delayed Reciprocity]], if these goals have predetermined [[Shared Rewards]] or are part of what determines the success or failure for [[Teams]] they make it more difficult for situations of [[Delayed Reciprocity]] to occur. In contrast to [[Teams]], [[Parties]] can make [[Delayed Reciprocity]] emerge between their members since membership is not defined as strongly through common gameplay goals - members may have individual goals and common goals may be implicit.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Regardless of the above, players many typically require convincing or reassuring to enter and maintain beliefs in [[Delayed Reciprocity]]. Games can enable players to give each other this through enabling them to [[Gossip]] with each other.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Regardless of the above, players many typically require convincing or reassuring to enter and maintain beliefs in [[Delayed Reciprocity]]. Games can enable players to give each other this through enabling them to [[Gossip]] with each other.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l72" >Line 72:</td>
<td colspan="2" class="diff-lineno">Line 72:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Trading]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Trading]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Collaborative Actions]] together with [[Delayed Effects]] <del class="diffchange diffchange-inline">or </del>[[Individual Rewards]]</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Collaborative Actions]] together with [[Delayed Effects]] <ins class="diffchange diffchange-inline">and </ins>[[Individual Rewards]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Be Modulated By ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Be Modulated By ===</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&diff=23333&oldid=prevStaffan Björk at 10:56, 8 August 20152015-08-08T10:56:14Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 10:56, 8 August 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l72" >Line 72:</td>
<td colspan="2" class="diff-lineno">Line 72:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Trading]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Trading]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[<del class="diffchange diffchange-inline">Delayed Effects</del>]] together with [[<del class="diffchange diffchange-inline">Collaborative Actions</del>]]</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[<ins class="diffchange diffchange-inline">Collaborative Actions</ins>]] together with [[<ins class="diffchange diffchange-inline">Delayed Effects]] or [[Individual Rewards</ins>]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Be Modulated By ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Be Modulated By ===</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&diff=20345&oldid=prevStaffan Björk at 16:23, 11 January 20152015-01-11T16:23:29Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 16:23, 11 January 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l16" >Line 16:</td>
<td colspan="2" class="diff-lineno">Line 16:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another player without any immediate benefit to the player performing the action, and that there is a possibility of having situations where the return is paid back in the future.  This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Games]]) so that their is a receiver of the benefit and trust in a future return, but [[Agents]] can be used also. Generally, [[Delayed Reciprocity]] can be created through allowing [[Altruistic Actions]] which do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another player without any immediate benefit to the player performing the action, and that there is a possibility of having situations where the return is paid back in the future.  This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Games]]) so that their is a receiver of the benefit and trust in a future return, but [[Agents]] can be used also. Generally, [[Delayed Reciprocity]] can be created through allowing [[Altruistic Actions]] which do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>One explicit way to achieve [[Delayed Reciprocity]] is by making players complete [[Collaborative Actions]] that just provide a [[Rewards|Reward]] for one player (e.g. attacks in [[Diplomacy]]), have [[Player Decided Results and Individual Rewards]] under the control of one player (e.g. distributing funds after a vote in [[Junta]]), or not all players do at the same time. These all build upon [[Delayed Effects]] that other players will hold their part of a bargain. Another way is to have [[Penalties]] that cause [[Helplessness]] in players (e.g. hanging from a ledge in the [[Left 4 Dead series]]) that other players can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories]] as found in games such as [[FarmVille]] do not cost players anything to do (except possibly not being able to give the gifts to some but not others). Although [[Mutual Goals]] can be used to create [[Delayed Reciprocity]], if these goals have predetermined [[Shared Rewards]] or are part of what determines the success or failure for [[Teams]] they make it more difficult for situations of [[Delayed Reciprocity]] to occur. In contrast to [[Teams]], [[Parties]] can make [[Delayed Reciprocity]] emerge between their members since membership is not defined as strongly through common gameplay goals - members may have individual goals and common goals may be implicit.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>One explicit way to achieve [[Delayed Reciprocity]] is by making players complete [[Collaborative Actions]] that just provide a [[Rewards|Reward]] for one player (e.g. attacks in [[Diplomacy]]), have [[Player Decided Results and Individual Rewards]] under the control of one player (e.g. distributing funds after a vote in [[Junta]]), or not all players do at the same time. These all build upon [[Delayed Effects]] that other players will hold their part of a bargain <ins class="diffchange diffchange-inline">and make for [[Complex Gameplay]]</ins>. Another way is to have [[Penalties]] that cause [[Helplessness]] in players (e.g. hanging from a ledge in the [[Left 4 Dead series]]) that other players can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories]] as found in games such as [[FarmVille]] do not cost players anything to do (except possibly not being able to give the gifts to some but not others). Although [[Mutual Goals]] can be used to create [[Delayed Reciprocity]], if these goals have predetermined [[Shared Rewards]] or are part of what determines the success or failure for [[Teams]] they make it more difficult for situations of [[Delayed Reciprocity]] to occur. In contrast to [[Teams]], [[Parties]] can make [[Delayed Reciprocity]] emerge between their members since membership is not defined as strongly through common gameplay goals - members may have individual goals and common goals may be implicit.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Regardless of the above, players many typically require convincing or reassuring to enter and maintain beliefs in [[Delayed Reciprocity]]. Games can enable players to give each other this through enabling them to [[Gossip]] with each other.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Regardless of the above, players many typically require convincing or reassuring to enter and maintain beliefs in [[Delayed Reciprocity]]. Games can enable players to give each other this through enabling them to [[Gossip]] with each other.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l45" >Line 45:</td>
<td colspan="2" class="diff-lineno">Line 45:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Tension]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Tension]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Uncommitted Alliances]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Uncommitted Alliances]]</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">==== with [[Collaborative Actions]] ====</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Complex Gameplay]]</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Drop-In/Drop-Out]] or [[Persistent Game Worlds]] ====</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Drop-In/Drop-Out]] or [[Persistent Game Worlds]] ====</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&diff=15779&oldid=prevStaffan Björk at 10:12, 20 January 20122012-01-20T10:12:08Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 10:12, 20 January 2012</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l14" >Line 14:</td>
<td colspan="2" class="diff-lineno">Line 14:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another without any benefit to the player performing the action, and that there is a possibility of having situations where the return is paid back in the future.  This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Games]]) so that their is a receiver of the benefit and trust in a future return, but [[Agents]] can be used also. Generally, [[Delayed Reciprocity]] can be created through allowing [[Altruistic Actions]] which do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another <ins class="diffchange diffchange-inline">player </ins>without any <ins class="diffchange diffchange-inline">immediate </ins>benefit to the player performing the action, and that there is a possibility of having situations where the return is paid back in the future.  This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Games]]) so that their is a receiver of the benefit and trust in a future return, but [[Agents]] can be used also. Generally, [[Delayed Reciprocity]] can be created through allowing [[Altruistic Actions]] which do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>One explicit way to achieve [[Delayed Reciprocity]] is by making players complete [[Collaborative Actions]] that just provide a [[Rewards|Reward]] for one player (e.g. attacks in [[Diplomacy]]), have [[Player Decided Results and Individual Rewards]] under the control of one player (e.g. distributing funds after a vote in [[Junta]]), or not all players do at the same time. These all build upon [[Delayed Effects]] that other players will hold their part of a bargain. Another way is to have [[Penalties]] that cause [[Helplessness]] in players (e.g. hanging from a ledge in the [[Left 4 Dead series]]) that other players can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories]] as found in games such as [[FarmVille]] do not cost players anything to do (except possibly not being able to give the gifts to some but not others). Although [[Mutual Goals]] can be used to create [[Delayed Reciprocity]], if these goals have predetermined [[Shared Rewards]] or are part of what determines the success or failure for [[Teams]] they make it more difficult for situations of [[Delayed Reciprocity]] to occur. In contrast to [[Teams]], [[Parties]] can make [[Delayed Reciprocity]] emerge between their members since membership is not defined as strongly through common gameplay goals - members may have individual goals and common goals may be implicit.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>One explicit way to achieve [[Delayed Reciprocity]] is by making players complete [[Collaborative Actions]] that just provide a [[Rewards|Reward]] for one player (e.g. attacks in [[Diplomacy]]), have [[Player Decided Results and Individual Rewards]] under the control of one player (e.g. distributing funds after a vote in [[Junta]]), or not all players do at the same time. These all build upon [[Delayed Effects]] that other players will hold their part of a bargain. Another way is to have [[Penalties]] that cause [[Helplessness]] in players (e.g. hanging from a ledge in the [[Left 4 Dead series]]) that other players can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories]] as found in games such as [[FarmVille]] do not cost players anything to do (except possibly not being able to give the gifts to some but not others). Although [[Mutual Goals]] can be used to create [[Delayed Reciprocity]], if these goals have predetermined [[Shared Rewards]] or are part of what determines the success or failure for [[Teams]] they make it more difficult for situations of [[Delayed Reciprocity]] to occur. In contrast to [[Teams]], [[Parties]] can make [[Delayed Reciprocity]] emerge between their members since membership is not defined as strongly through common gameplay goals - members may have individual goals and common goals may be implicit.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l20" >Line 20:</td>
<td colspan="2" class="diff-lineno">Line 20:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Regardless of the above, players many typically require convincing or reassuring to enter and maintain beliefs in [[Delayed Reciprocity]]. Games can enable players to give each other this through enabling them to [[Gossip]] with each other.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Regardless of the above, players many typically require convincing or reassuring to enter and maintain beliefs in [[Delayed Reciprocity]]. Games can enable players to give each other this through enabling them to [[Gossip]] with each other.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Social Organizations]] are formalized [[Alliances]] based around some form of [[Delayed Reciprocity]]. However, the similar situation can arise in any [[Cooperation]] or [[Trading]] situation where there is a possibility of a perceived differences in the benefit for the involved parties. For example, in [[Settlers of Catan]] the players can trade basic [[Resources]] and one player can agree to a less profitable trade expecting that the favor will be returned later in the game.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">[[Symbiotic Player Relations]] are a way of encouraging players to do actions based upon an expected [[Delayed Reciprocity]] since they can see that the other player has a benefit of performing certain actions in return. One example of how this can be created is to have </ins>[[Social Organizations]]<ins class="diffchange diffchange-inline">, since these </ins>are formalized [[Alliances]] based around some form of [[Delayed Reciprocity]]. However, the similar situation can arise in any [[Cooperation]] or [[Trading]] situation where there is a possibility of a perceived differences in the benefit for the involved parties. For example, in [[Settlers of Catan]] the players can trade basic [[Resources]] and one player can agree to a less profitable trade expecting that the favor will be returned later in the game.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Delayed Reciprocity]] does not require that the players have agreed upon the details of an exchange beforehand, or that the return is paid back to the same player. The [[Altruistic Actions]] sometimes seen in [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] where high level players help new players in seemingly random ways create [[Delayed Reciprocity]] situations where the new players after having reached high levels return the favor by helping other new players.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Delayed Reciprocity]] does not require that the players have agreed upon the details of an exchange beforehand, or that the return is paid back to the same player. The [[Altruistic Actions]] sometimes seen in [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] where high level players help new players in seemingly random ways create [[Delayed Reciprocity]] situations where the new players after having reached high levels return the favor by helping other new players.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l66" >Line 66:</td>
<td colspan="2" class="diff-lineno">Line 66:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Parties]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Parties]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Social Organizations]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Social Organizations]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Symbiotic Player Relations]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Trading]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Trading]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&diff=15740&oldid=prevStaffan Björk at 10:00, 16 November 20112011-11-16T10:00:07Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 10:00, 16 November 2011</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l7" >Line 7:</td>
<td colspan="2" class="diff-lineno">Line 7:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Examples ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Examples ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>In [[Diplomacy]] the player can beside using them to invade areas, order his armies to support other players' invasions. This also means that if, for example, the player controlling Italy supports a French Army in attacking Spain, that player does not get anything in return immediately but must trust the one playing France to later repay him or her. While attacks in [[Diplomacy]] can be successful without help from others, in [[So Long Sucker]] players need help from others and must convince them to rely on [[Delayed Reciprocity]]. [[<del class="diffchange diffchange-inline">Intrigue_game|</del>Intrigue]] has a similar design but sets up different commitments of [[Delayed Reciprocity]] against each other so not all can be fulfilled.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>In [[Diplomacy]] the player can beside using them to invade areas, order his armies to support other players' invasions. This also means that if, for example, the player controlling Italy supports a French Army in attacking Spain, that player does not get anything in return immediately but must trust the one playing France to later repay him or her. While attacks in [[Diplomacy]] can be successful without help from others, in [[So Long Sucker]] players need help from others and must convince them to rely on [[Delayed Reciprocity]]. [[Intrigue]] has a similar design but sets up different commitments of [[Delayed Reciprocity]] against each other so not all can be fulfilled.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[FarmVille]] and [[Mafia Wars]] allows players to help each other with the various tasks they have. Since players may not be playing at the same time they cannot expect help back at once, and instead have to trust in [[Delayed Reciprocity]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[FarmVille]] and [[Mafia Wars]] allows players to help each other with the various tasks they have. Since players may not be playing at the same time they cannot expect help back at once, and instead have to trust in [[Delayed Reciprocity]].</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&diff=12541&oldid=prevStaffan Björk at 22:10, 2 August 20112011-08-02T22:10:27Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 22:10, 2 August 2011</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l16" >Line 16:</td>
<td colspan="2" class="diff-lineno">Line 16:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another without any benefit to the player performing the action, and that there is a possibility of having situations where the return is paid back in the future.  This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Games]]) so that their is a receiver of the benefit and trust in a future return, but [[Agents]] can be used also. Generally, [[Delayed Reciprocity]] can be created through allowing [[Altruistic Actions]] which do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another without any benefit to the player performing the action, and that there is a possibility of having situations where the return is paid back in the future.  This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Games]]) so that their is a receiver of the benefit and trust in a future return, but [[Agents]] can be used also. Generally, [[Delayed Reciprocity]] can be created through allowing [[Altruistic Actions]] which do not have guarantees of being returned or by the agreeing to [[Committed Goals]] which can be considered a form of [[Investments|Investment]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>One explicit way to achieve [[Delayed Reciprocity]] is by making players complete [[Collaborative Actions]] that just provide a [[Rewards|Reward]] for one player (e.g. attacks in [[Diplomacy]]), have [[Player Decided Results and Individual Rewards]] under the control of one player (e.g. distributing funds after a vote in [[Junta]]), or not all players do at the same time. These all build upon [[Delayed Effects]] that other players will hold their part of a bargain. Another way is to have [[Penalties]] that cause [[Helplessness]] in players (e.g. hanging from a ledge in the [[Left 4 Dead series]]) that other players can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories]] as found in games such as [[FarmVille]] do not cost players anything to do (except possibly not being able to give the gifts to some but not others). Although [[Mutual Goals]] can be used to create [[Delayed Reciprocity]], if these goals have predetermined [[Shared Rewards]] or are part of what determines the success or failure for [[Teams]] they make it more difficult for situations of [[Delayed Reciprocity]] to occur.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>One explicit way to achieve [[Delayed Reciprocity]] is by making players complete [[Collaborative Actions]] that just provide a [[Rewards|Reward]] for one player (e.g. attacks in [[Diplomacy]]), have [[Player Decided Results and Individual Rewards]] under the control of one player (e.g. distributing funds after a vote in [[Junta]]), or not all players do at the same time. These all build upon [[Delayed Effects]] that other players will hold their part of a bargain. Another way is to have [[Penalties]] that cause [[Helplessness]] in players (e.g. hanging from a ledge in the [[Left 4 Dead series]]) that other players can free them from. While both these ways include an element of [[Risk/Reward]] due to the possibility of a future [[Betrayal]], [[Free Gift Inventories]] as found in games such as [[FarmVille]] do not cost players anything to do (except possibly not being able to give the gifts to some but not others). Although [[Mutual Goals]] can be used to create [[Delayed Reciprocity]], if these goals have predetermined [[Shared Rewards]] or are part of what determines the success or failure for [[Teams]] they make it more difficult for situations of [[Delayed Reciprocity]] to occur<ins class="diffchange diffchange-inline">. In contrast to [[Teams]], [[Parties]] can make [[Delayed Reciprocity]] emerge between their members since membership is not defined as strongly through common gameplay goals - members may have individual goals and common goals may be implicit</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Regardless of the above, players many typically require convincing or reassuring to enter and maintain beliefs in [[Delayed Reciprocity]]. Games can enable players to give each other this through enabling them to [[Gossip]] with each other.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Regardless of the above, players many typically require convincing or reassuring to enter and maintain beliefs in [[Delayed Reciprocity]]. Games can enable players to give each other this through enabling them to [[Gossip]] with each other.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Helplessness]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Helplessness]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Multiplayer Games]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Multiplayer Games]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Parties]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Social Organizations]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Social Organizations]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Trading]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Trading]]</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Delayed_Reciprocity&diff=10018&oldid=prevStaffan Björk at 12:05, 28 May 20112011-05-28T12:05:04Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 12:05, 28 May 2011</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Examples ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Examples ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>In [[Diplomacy]] the player can beside using them to invade areas, order his armies to support other players' invasions. This also means that if, for example, the player controlling Italy supports a French Army in attacking Spain, that player does not get anything in return immediately but must trust the one playing France to later repay him or her. While attacks in [[Diplomacy]] can be successful without help from others, in [[So Long Sucker]] players need help from others and must convince them to rely on [[Delayed Reciprocity]]. [[Intrigue]] has a similar design but sets up different commitments of [[Delayed Reciprocity]] against each other so not all can be fulfilled.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>In [[Diplomacy]] the player can beside using them to invade areas, order his armies to support other players' invasions. This also means that if, for example, the player controlling Italy supports a French Army in attacking Spain, that player does not get anything in return immediately but must trust the one playing France to later repay him or her. While attacks in [[Diplomacy]] can be successful without help from others, in [[So Long Sucker]] players need help from others and must convince them to rely on [[Delayed Reciprocity]]. [[<ins class="diffchange diffchange-inline">Intrigue_game|</ins>Intrigue]] has a similar design but sets up different commitments of [[Delayed Reciprocity]] against each other so not all can be fulfilled.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[FarmVille]] and [[Mafia Wars]] allows players to help each other with the various tasks they have. Since players may not be playing at the same time they cannot expect help back at once, and instead have to trust in [[Delayed Reciprocity]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[FarmVille]] and [[Mafia Wars]] allows players to help each other with the various tasks they have. Since players may not be playing at the same time they cannot expect help back at once, and instead have to trust in [[Delayed Reciprocity]].</div></td></tr>
</table>Staffan Björk