In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games.
If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more engagement and player satisfaction.
Daniel talks about the potentially negative social effects of multiplayer implementations, the effects of proximity, propinquity, serendipity, and density on people’s relationships, the logistics of forming new friendships in games out of strangers.
He covers basics like persistent identities (and repeat encounters), events (and their density), daily incentives, and offline communities as well as anti-patterns such as anonymous players, empty spaces, too many gameplay modes, and separation of players by skill. He also talks about the challenges of matches and matchmaking, which often necessitate large amounts of concurrent players to be viable, and the issue of matchmaking queue churn, resulting in low repeat interactions. The talk also covers the topic of similarities; tribalism, nationalism, their negative effects, and how to work with similarities in a positive context through fictional places and cultures. Daniel speaks to reciprocity, how it levels up relationships by building trust for more meaningful and deeper interactions, and the challenges of building trust, which is easily destroyed by cheating, scamming, or even premature disclosure which then kills relationship leveling.
I think the whole talk is fantastic, but the friendship levels of solitary play, parallel play, ambient/accidental coop, soft coop, and hard coop, are something any multiplayer game designer should think about because designing games around those different levels can have far-reaching effects and give games the proper appeal they need to grow and thrive.
The low trust, medium trust, and high trust Venn diagrams of increasingly more discrete player skills can also be found on Raph Koster’s website in his post about The Trust Spectrum. It’s a great read. The topics apply to all games, but it makes me appreciate Deep Rock Galactic even more for its well-thought-out design.
I find it funny that Daniel calls out retrofitting a social architecture as hard because I define architecture fundamentally as “that which is difficult to change later.” The context or nature of the architecture is usually less important.
Hugo-Dz created Super Godot Galaxy: https://github.com/Hugo-Dz/super-godot-galaxy, which he announced in this Reddit post. It uses the 3D Starter Kit from Kenney and shows how to achieve the effect of applying gravity toward the center of a small spherical planet.
The latest inventory system is now available and it focuses on multiplayer permissions. The new Access Manager component validates client requests to ensure players can’t cheat and interact with inventories they’re not supposed to be able to have access to. New features: Bug fixes:
Development snapshot #4 of Godot Engine 4.1 is here. Among many other changes, it fixes a lighting issue related to using Light-only mode in CanvasItemMaterial (#44559). Unfortunately, it also introduced a UX issue with gradient color pickers (#77745), which makes it quite difficult to work with gradients at all. If you use gradients, I recommend …
Godot’s resources are quite powerful. However, modifying a resource class doesn’t automatically update any corresponding .tres files, unless you happen to edit a scene that uses that resource in some way. This doesn’t impact runtime behavior — the game still runs as expected. But it can impact version control and result in a messier diff …
Design Patterns for Building Friendships
In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games.
If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more engagement and player satisfaction.
Daniel talks about the potentially negative social effects of multiplayer implementations, the effects of proximity, propinquity, serendipity, and density on people’s relationships, the logistics of forming new friendships in games out of strangers.
He covers basics like persistent identities (and repeat encounters), events (and their density), daily incentives, and offline communities as well as anti-patterns such as anonymous players, empty spaces, too many gameplay modes, and separation of players by skill. He also talks about the challenges of matches and matchmaking, which often necessitate large amounts of concurrent players to be viable, and the issue of matchmaking queue churn, resulting in low repeat interactions. The talk also covers the topic of similarities; tribalism, nationalism, their negative effects, and how to work with similarities in a positive context through fictional places and cultures. Daniel speaks to reciprocity, how it levels up relationships by building trust for more meaningful and deeper interactions, and the challenges of building trust, which is easily destroyed by cheating, scamming, or even premature disclosure which then kills relationship leveling.
I think the whole talk is fantastic, but the friendship levels of solitary play, parallel play, ambient/accidental coop, soft coop, and hard coop, are something any multiplayer game designer should think about because designing games around those different levels can have far-reaching effects and give games the proper appeal they need to grow and thrive.
The low trust, medium trust, and high trust Venn diagrams of increasingly more discrete player skills can also be found on Raph Koster’s website in his post about The Trust Spectrum. It’s a great read. The topics apply to all games, but it makes me appreciate Deep Rock Galactic even more for its well-thought-out design.
I find it funny that Daniel calls out retrofitting a social architecture as hard because I define architecture fundamentally as “that which is difficult to change later.” The context or nature of the architecture is usually less important.
This talk also reminds me of Penny Arcade’s Greater Internet F***wad Theory, which is soon coming up on its 20th anniversary.
Related Posts
Super Godot Galaxy Concept
Hugo-Dz created Super Godot Galaxy: https://github.com/Hugo-Dz/super-godot-galaxy, which he announced in this Reddit post. It uses the 3D Starter Kit from Kenney and shows how to achieve the effect of applying gravity toward the center of a small spherical planet.
Inventory System v1.11 available
The latest inventory system is now available and it focuses on multiplayer permissions. The new Access Manager component validates client requests to ensure players can’t cheat and interact with inventories they’re not supposed to be able to have access to. New features: Bug fixes:
Godot Engine 4.1.dev4 is available
Development snapshot #4 of Godot Engine 4.1 is here. Among many other changes, it fixes a lighting issue related to using Light-only mode in CanvasItemMaterial (#44559). Unfortunately, it also introduced a UX issue with gradient color pickers (#77745), which makes it quite difficult to work with gradients at all. If you use gradients, I recommend …
Update all resources after modifying a resource class
Godot’s resources are quite powerful. However, modifying a resource class doesn’t automatically update any corresponding .tres files, unless you happen to edit a scene that uses that resource in some way. This doesn’t impact runtime behavior — the game still runs as expected. But it can impact version control and result in a messier diff …