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])Center for Compyter Games ResearchIT University of Copenhagen
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
TODAY
Here: Studying game design history through the lense of game theory (collective action)
The problem (the challenge) is usually the other player(s)
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.
HISTORY OF CONFLICT
Fire Truck (1978): Non-conflictual (organic relationship)
Players will cooperate fully and communicate to coordinate/syncronize.
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
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
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)
CONCLUSIONS
Players are engaged in continuous experiments with ”collective action”
Game design is political philosophy
Gameplaying is experimental economics
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