Delayed Reciprocity

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That returning gameplay favors cannot be done immediately.

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 do not have any guarantees that whatever beneficial actions they have done will be repaid later but simply have to rely on Delayed Reciprocity.

Examples

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 but sets up different commitments of Delayed Reciprocity so not all can be fulfilled.

Using the pattern

Collaborative Actions


Left 4 Dead series

without mutual agreements.


Teams

Mutual Goals


Free Gift Inventories Altruistic Actions

The basis for having Delayed Reciprocity in the game is to have player actions, which can benefit another player without benefiting the player performing the action, and that there is a possibility of having situations where the return is paid back in the future. The most explicit ways to achieve Delayed Reciprocity is though Collaborative Actions and Mutual Goals with Player Decided Results and Individual Rewards for the players. Social Organizations are formalized Alliances based around the concepts Social Interaction and some form of Delayed Reciprocity. However, the similar situation can arise in any exchange and Cooperation situation where there is a possibility of having at least perceived differences in the benefit for each of the players. For example, in Settlers of Catan the players can trade basic resources between each other and it is quite common that a player agrees on a less profitable trade expecting that the other player will return the favor later in the game. This can also happen in other forms of Trading.

Note, however, that Delayed Reciprocity does not require that the players have agreed upon the exchange beforehand or that the return is paid back to the same player. The "random acts of kindness" sometimes seen in MMORPGs where high level players help newbies in seemingly random ways create Delayed Reciprocity situations where the newbie, after having reached a high level, pays the return back to another newbie by helping him out.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Delayed Reciprocity gives players Anticipation of a Delayed Effect and thereby creates a Hovering Closure. When the Delayed Reciprocity is not guaranteed it make Betrayal possible, and requires Leaps of Faith actions from some players while forming Social Dilemmas for others. Delayed Reciprocity combined with time delay and the possibility of not getting anything in return due to a Betrayal, brings in Tension between the players involved in the exchange situation. However, the situations involving Delayed Reciprocity also create a social bond between players and thereby promote Social Interaction even if it may be through Guilting. Delayed Reciprocity situations can also be used to give rise to Uncommitted Alliances as basically they are Delayed Reciprocity situations where there can be more than two players involved and that there is a mutual agreement of some kind between the players.



Relations

Can Instantiate

Guilting, Social Interaction

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Delayed Reciprocity that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements