Social Roles

From gdp3
Revision as of 14:27, 17 July 2014 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

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. 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

, 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.
  • 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.
  • 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.
  • 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.

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

Chat Channels, Communication Channels, Cooperation, Coordination, Fudged Results, Limited Communication Abilities, Negotiation, Social Dilemmas, Social Organizations, 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

Interface Aspects

Narrative Aspects

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

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

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