the problem of other players in-game collaboration as collective action jonas heide smith...

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The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith ([email protected])

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Page 1: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

The Problem of Other Players

In-game collaboration as collective action

Jonas Heide Smith ([email protected])Center for Compyter Games ResearchIT University of Copenhagen

Page 2: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

LARGER PROJECT

Apply theories of conflict to video games- Economic game theory

Testing these theories against reality- Examining the relationship between game structure and player behaviour

Page 3: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

TODAY

Here: Studying game design history through the lense of game theory (collective action)

The problem (the challenge) is usually the other player(s)

Page 4: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

HISTORY OF CONFLICT

Spacewar (1962): Zero-sum game in which one player wins (fully) and the other player loses (fully).

Players will not cooperate in any way. Trust is not an issue.

Page 5: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

HISTORY OF CONFLICT

Fire Truck (1978): Non-conflictual (organic relationship)

Players will cooperate fully and communicate to coordinate/syncronize.

Page 6: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

HISTORY OF CONFLICTJoust (1982): Non-zero sum

- Players can kill each other (for points)- Cooperation prudent unless one fears aggression- Risk of misemplementation

Cooperation (but unstable)

Player 2

Cooperate

Defect

Player 1

Cooperate

Great Bad

Defect Good Mediocre

Page 7: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

HISTORY OF CONFLICTGauntlet (1985): Non-zero

sum.- Players cannot kill each other- Players compete for resources

Cooperation (but unstable)

Wizard

Cooperate

Defect

Valkyrie

Cooperate

Valkyrie=2

Wizard=2

Valkyrie=0

Wizard=3

Defect Valkyrie=3

Wizard=0

Valkyrie=1

Wizard=1

Page 8: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

TYPOLOGY OF CONFLICTType Player interests Challenge Sum

typeExamples

Cooperative

Exactly aligned Game environment or other team

Any Fire Truck (1978), co-op mode in Halo (2001)

Semi-cooperative

Collective goal shared but individual goals differ somewhat.

Game environment or other team and to a lesser extent the allied player(s.

Non-zero-sum game with allies, any type against game environment or other team

Joust (1982), Gauntlet (1985)

Competitive

Directly opposed. Competitive two-player games will never inspire in-game cooperative behavior while games with more players may inspire temporary coalitions between players.

The other player(s)

Zero-sum Pong (1972), Tekken 4 (2002)

Page 9: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

CONCLUSIONS

Players are engaged in continuous experiments with ”collective action”

Game design is political philosophy

Gameplaying is experimental economics

Page 10: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

CONCLUSIONS

Game design history amounts to a continuous experiment with relationships

We can choose an entirely formalist approach, as long as- We know what we’re doing- We test the predictions

Page 11: The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith (smith@itu.dk) Center for Compyter Games Research IT University

CONCLUSIONS

Thank you

[email protected]