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Social MechanicsThe Engines BehindEverything Multiplayer
Raph Koster
VP Creative Design
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 2
What are we going to do?
Go very fast.
Over 160 slides.I could not restrain
myself.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 3
What are we going to do?
The core 40mechanics ofmultiplayer
games. Yes, all of them.
No furtherdesign required-- ever.*
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 4
What are we going to do?
The core 40mechanics ofmultiplayer
games. Yes, all of them.
No furtherdesign required-- ever.*
* For certain values of ever.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 5
What are we going to do?
Theyll be markedlike this:
For your tweetingconvenience!
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 6
What are we going to do?
We will touch briefly ongame grammar
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What are we going to do?
and on economictheory
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What are we going to do?
The famedpsychologist Stanley
Milgram
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What are we going to do?
1940s science fiction
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What are we going to do?
a game called Werewolf
And
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What are we going to do?
a somewhat lengthy
discursion into
structuralistanthropology,
for which I apologize, butnot as much as for thetime spent on
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What are we going to do?
a little
Derrida.
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But first
A good game should focus entirely on it'ssingle-player aspect first and foremost. Then ifit's a simple game like a shooter or racer, use the
remaining time and space to fit in a multi-playeraspect to it In other words, multi-playing
should never take away from the single-playeraspect of the game. Pure multi-player games
really should be few and far between.
-- the unfortunately named New Troll, Escapist Forums, 23 June 2009
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True single-player
1 v. self/system
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Defining a single player game
A game that is not played in opposition to, orin parallel with, or collaboratively with,
someone else.
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Defining a single player game
A game that is not played in opposition to, orin parallel with, or collaboratively with,
someone else.
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Defining a single player game
A game that is not played in opposition to, orin parallel with, or collaboratively with,
someone else.
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Defining a single player game
A game that is not played in opposition to, orin parallel with, or collaboratively with,
someone else.
(In other words, hardly anything.)
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Defining a single player game
A game that is not played in opposition to, orin parallel with, or collaboratively with,
someone else.
(Especially since you can regard the
computer and physics and your ownbody as being your opponent)
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 21
Boundaries
The boundary of a game is not the board,event, world, etc.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 22
Boundaries
Consider: is training part of the game?
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 23
Boundaries
How about doping?
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 24
Boundaries
The true boundary of a game is based onwhere actions that can legally affectgameplay stop. Training yes, doping no.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 25
Helping
The simplest form of multiplayer, presenteven in single-player games, is simple
advice and assistance.
An outgrowth of spectating.
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Parallel symmetric
1 v system vs 1 v system
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 27
Parallel symmetric games
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 28
Status
Quantifying a players achievement againstthe systemic opponent.
Typically becomes multiplayer when relativestatus is compared.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 29
Races
The first user to reach a given status level wins.(The basic boardgame, and basic sport)
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 30
Leaderboards
Compete in asynchronous parallel with allhistorical attempts.
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Parallel asymmetric
1 vs system, vs 1 vs another system
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 32
A hypothetical arcade game
The player is playing nested games of1. Steering the ship
2. Hitting the asteroids with lasers
3. Dodging asteroids and bullets and UFOs
4. Getting advice from her friend over the shoulder
5. Getting as high a score as she can
6. To brag to her friend that she beat him
7. And competing against everyone who has played thisparticular arcade machine
This nesting quality will be important
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 33
Scaling parallel
Scaling parallel symmetric play to largenumbers is hard to do in a time-boundedway.
For example, a few people can play an arcadegame one after the other and compare
or an infinite amount can play againsteveryone ever via the high score table
But how do you do a medium size number?
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 34
TournamentsBrackets are often a
game of their owndistinct from thescoring or status
comparison.
Of course,
tournaments areoften used for
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Opposition
1 vs 1
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 36
Rival and non-rival goods
A rival good is something thatcannot be used by someone else
at the same time.
A non-rival good is stuff like
information, or the publicpark.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 37
Flower-picking
Non-zero-sum resource consumption: Youcompete to get stuff, but there is alwaysmore stuff.
Speed-up arrows on a race track even pickups in many games.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 38
Dot-eatingZero-sum resource consumption.
(also territory, in a graph theory sense).
Players compete to get stuff, and whatever I get,you cant have.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 39
Tug of war
I can take your stuff, you can take my stuff.
Exactly like zero-sum status.
The engine behind all combat games.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 40
Handicapping
Artificially equalizing status inorder to provide a tighter race.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 41
Secrets
In game theory terms, imperfectinformation knowledge as a rivalrousgood.
Fog of war, hands of cards, etc.
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Multifront opposition
1 vs 1 vs 1 vs n
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 43
Gutscheras terms
At GDC 2009 K. Robert Gutschera used differentterms than mine:
Orthogames: games with a statistical ratingoutcome
Parallel symmetric games: races (OK, same termhere)
Brawls: gluing together 2 player orthogames.
Politics start when you have a choice of whom tointeract with.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 44
Rival goods mechanics
Several forms of brawls depend on treatingresources within the game, such as
Health
as rival goods.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 45
Rival goods mechanics
Several forms of brawls depend on treatingresources within the game, such as
HealthSurvival
as rival goods.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 46
Rival goods mechanics
Several forms of brawls depend on treatingresources within the game, such as
HealthSurvival
Stuff
as rival goods.
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 47
Take many tugs of war
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 48
Last man standing
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 50
Social effects depend on humanization
Numerous social science experiments havefound that a variety of psychological effectsonly occur when we think the interlocutoris human, or like us.
The Milgram buzzer experiment
Zimbardos work
(Mirror neurons are all the rage.)
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 51
Booing
The multiplayer evolution of helpingA psychological 3rd party attack it only
works on human opponents.
d bl ff
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 52
Once secrets are treated as goods,misinformation becomes a form of tug-of-war.
Deception and bluffing
d bl ff
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 53
Once secrets are treated as goods,misinformation becomes a form of tug-of-war.
Deception and bluffing
d b
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 54
3rd party betting
3rd
parties play a bidding game against arivalrous resource pool, based on theoutcome of a multiplayer game.
P i Dil
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 55
Prisoners Dilemma
Teammates with secrets from each other whomust choose independently to collaborateor both lose.
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K i i l
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 57
Kriegspiel
Credited to Von Reiswitz First used around 1812 as a form of training for
the Prussian army
K i i l
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 58
Kriegspiel
Popularized by science fiction writers H G Wells wrote Floor Games (1911) and Little Wars (1913)
Which led to Fletcher Pratt designing naval wargames in the1940s
K i i l
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 59
Kriegspiel
Some of whom went on to invent the thinktank.
K i i l
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 60
Kriegspiel
Some of whom went on to invent the thinktank.
G
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 61
Gamesmaster pattern
A multiplayer gamethat relies on a thirdparty to direct thegame an evolutionof the non-mechanicreferee.
Leads directly
to
(Us in
thisroom)
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Small groupsn vs n
W lf
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 63
Werewolf
Aka Mafia, etcA game where players have secret roles
Villager, werewolf, various other small optional
ones
W lf
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 64
Werewolf
Aka Mafia, etcA game where players have secret roles
Villager, werewolf, various other small optional
ones
W lf
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 65
Werewolf
Aka Mafia, etcA game where players have secret roles
Villager, werewolf, various other small optional
ones
W lf
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 66
Werewolf
Wolves get to kill off villagers, Villagers getto lynch anyone
Tons of these mechanics are present:deception, Prisoners Dilemma, brawls,
gamemaster
W lf
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 67
Werewolf
Wolves get to kill off villagers, Villagers getto lynch anyone
Tons of these mechanics are present:deception, Prisoners Dilemma, brawls,
gamemaster
R l
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RolesSpecialization into different games within one
group
H t t t / i
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Hot potato/ganging up
Rotation of roles within a multiplayer game(often a brawl), creating ad-hoc groups.
Think of tag
Hot potato/ganging up
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 70
Hot potato/ganging up
Rotation of roles within a multiplayer game(often a brawl), creating ad-hoc groups.
Think of tag
Tag
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 71
Tag
Layering of multiplayer mechanics gives way towhole new games
Add secrets: Blind Mans Bluff.
Add dot eating: Duck Duck Goose (compete for the
chair) Addflower-picking: Freeze tag.
Addgrouping: Cops and Robbers.
But then theres Olly Olly Oxen Free! (orwhatever) whats that about?
Rituals
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 72
Rituals
Ceremonies marking significant roletransitions within a social structure.
Functionalism
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 73
Functionalism
Sociology and anthropology used to see all ofgroup interaction as being about structure:groups as organs that make the bodywork.
Today the field has moved on, but its auseful lens for multiplayer game designers!
Ritualism and lifecycles
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 74
Ritualism and lifecyclesCompare Robert Mertons theory of deviance to
player lifecycles:1. First, users try to conform to the rules as they work to
understand them.
2. Then they try to innovate and reach the goals in newways.
3. Then they keep doing things the right way but stopcaring about the objective. This is called ritualism,and he has a great Hopi rain dance example.
4. Then theyretreat and stop caring about the goal or
the method.5. Finally, theyrebeland start doing their own thing.
Ritualism and lifecycles
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 75
Ritualism and lifecyclesCompare Robert Mertons theory of deviance to
player lifecycles:1. First, users try to conform to the rules as they work to
understand them.
2. Then they try to innovate and reach the goals in newways.
3. Then they keep doing things the right way but stopcaring about the objective. This is called ritualism,and he has a great Hopi rain dance example.
4. Then theyretreat and stop caring about the goal or
the method.5. Finally, theyrebeland start doing their own thing.
Ritualism and lifecycles
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 76
Ritualism and lifecyclesCompare Robert Mertons theory of deviance to
player lifecycles:1. First, users try to conform to the rules as they work to
understand them.
2. Then they try to innovate and reach the goals in newways.
3. Then they keep doing things the right way but stopcaring about the objective. This is called ritualism,and he has a great Hopi rain dance example.
4. Then theyretreat and stop caring about the goal or
the method.5. Finally, theyrebeland start doing their own thing.
Ritualism and lifecycles
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 77
Ritualism and lifecyclesCompare Robert Mertons theory of deviance to
player lifecycles:1. First, users try to conform to the rules as they work to
understand them.
2. Then they try to innovate and reach the goals in newways.
3. Then they keep doing things the right way but stopcaring about the objective. This is called ritualism,and he has a great Hopi rain dance example.
4. Then theyretreat and stop caring about the goal or
the method.5. Finally, theyrebeland start doing their own thing.
Ritualism and lifecycles
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 78
Ritualism and lifecyclesCompare Robert Mertons theory of deviance to
player lifecycles:1. First, users try to conform to the rules as they work to
understand them.
2. Then they try to innovate and reach the goals in newways.
3. Then they keep doing things the right way but stopcaring about the objective. This is called ritualism,and he has a great Hopi rain dance example.
4. Then theyretreat and stop caring about the goal or
the method.5. Finally, theyrebeland start doing their own thing.
Ritualism and lifecycles
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 79
Ritualism and lifecyclesCompare Robert Mertons theory of deviance to
player lifecycles:1. First, users try to conform to the rules as they work to
understand them.
2. Then they try to innovate and reach the goals in newways.
3. Then they keep doing things the right way but stopcaring about the objective. This is called ritualism,and he has a great Hopi rain dance example.
4. Then theyretreat and stop caring about the goal or
the method.5. Finally, theyrebeland start doing their own thing.
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Common rituals
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 81
Common rituals Transitions of state (birth, marriage, death,
levelling up) Holidays (environmental transitions,
commemoration of historic or individualtransitions of state)
Religious (requests for intervention)
These are often marked by mechanics such as Changes of uniform
Gatherings But above allgifts.
Common rituals
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 82
Common rituals Transitions of state (birth, marriage, death,
levelling up) Holidays (environmental transitions,
commemoration of historic or individualtransitions of state)
Religious (requests for intervention, comfort)
These are often marked by mechanics such as Changes of uniform
Gatherings But above allgifts.
Common rituals
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 83
Common rituals Transitions of state (birth, marriage, death,
levelling up) Holidays (environmental transitions,
commemoration of historic or individualtransitions of state)
Religious (requests for intervention, comfort)
These are often marked by mechanics such as Changes of uniform
Gatherings But above allgifts.
Gifts are ubiquitous
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Gifts are ubiquitous
We give away the bride
Gifts are ubiquitous
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Gifts are ubiquitous
We give away the bride
We give gifts at major holidays
Gifts are ubiquitous
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Gifts are ubiquitous
We give away the bride
We give gifts at major holidays
We gift the land with a bride at solstice
Gifts are ubiquitous
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 87
Gifts are ubiquitous
We give away the bride
We give gifts at major holidays
We gift the land with a bride at solstice
We give gifts to the dead to take with them
Gifts are ubiquitous
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 88
Gifts are ubiquitous
We give away the bride
We give gifts at major holidays
We gift the land with a bride at solstice
We give gifts to the dead to take with them
We give gifts at weddings
Gifts are ubiquitous
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 89
Gifts are ubiquitous
We give away the bride
We give gifts at major holidays
We gift the land with a bride at solstice
We give gifts to the dead to take with them
We give gifts at weddings
We give gifts to babies
Gifts are ubiquitous
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 90
Gifts are ubiquitous
We give away the bride
We give gifts at major holidays
We gift the land with a bride at solstice
We give gifts to the dead to take with them
We give gifts at weddings
We give gifts to babiesWe throw t-shirts at hockey games
Gifts
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Gifts
Transferring a rivalrous good to anotheractor in order to increase their status.
Gift theory
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Gift theory
Marcel Mauss in Essai sur le Don Gifts are never free to either party.
Reciprocal exchange is typical. Failure to return a gift in Polynesia costs you mana.
There are three steps: give, receive, reciprocate.Each can fail and each can have consequences.
Gifts are inalienable they always retain theirsource.
Kashmiri anecdote
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Kashmiri anecdote
A Kashmiri tale tells of two Brahminwomen who tried to fulfill theirobligations for alms-giving simply bygiving alms back and forth to oneanother. On their deaths they were
transformed into two poisoned wellsfrom which no one could drink,reflecting the barrenness of this
weak simulacrum of giving.
-- Wikipedia, summarizing an anecdote itself summarized inLewis Hydes The Gift: Imagination and the Erotic Life of
Property,who got it from who knows where
Reciprocity
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Reciprocity
In an iterativesimulation, thesocialexpectation of
a future returnof a gift.
Tiers of economy
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Tiers of economy
Non-market economies: no concept of price
Generalized reciprocity:just give, whee, no expectations! Reciprocity resides in satisfaction, social closeness. In western
society this tends to be gifting between family members, etc
Balanced reciprocity: expectation of a return gift at an
undefined future date. Still pretty informal. This is where social game gifting tends to
reside.
Negative reciprocity: barter systems, which enable
transactions between strangers. A way to establish friendly relations when meeting strangers.
Mentoring & twinking
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Mentoring & twinking
Onboarding and socializing group members via the
gifting of rivalrous or non-rivalrous goods. Giving a car at graduation
Or Mickey Mouse ears
when you join Disney.
An asymmetric
exchange: I getsocial obligation,
you get value.
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Identity
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 98
Identity
Means of displaying status and role viarivalrous goods.
Extremely important with groups, from skinsvs shirts to class gear, etc.
Ostracism
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Ostracism
Group removal via denial of commonresources.
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NetworksScale-free social structures
Clustering
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g
Until now we have talked about groups,which kind of look like this:
In social networking theory, these are called
clusters. And they often have weak ties to other clusters.
Clustering
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 102
g
Until now we have talked about groups,which kind of look like this:
In social networking theory, these are called
clusters. And they often have weak ties to other clusters.
Clustering
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 103
g
Until now we have talked about groups,which kind of look like this:
In social networking theory, these are called
clusters. And they often have weak ties to other clusters.
Networks
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 104
Technical term: scale-free networks.
A very particular sort of structural pattern and universal in human society.
Preferential attachment
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 105
Rich get richer syndrome A new person coming into a network tends to
pick the most popular node to connect to.
Power laws
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 106
The mathematical distribution of popularity of
link destinations.
There are consequences to this distribution. Median lower than the mean Unknowability of the network Unequal information dissemination Network longevity and hub vulnerability
Bose-Einstein condensate
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 107
Aphase transitionwhere a networks powerlaw gets so extremely kinked that a singlehub dominates:
Windows operating system
Tiger Woods win-loss record earlier in hiscareer
The winning kingdom in Shadowbane
Iterative simulations
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 108
Say we all roll dice against one another over and over
But every time I win, I get to add +1 to my future rolls.
A power law happens fast.
Lets say instead that some users just have a +3.A power law also happens fast.
Competitive arenas with any sort of persistence lead to the
average player being a loser.
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Iterative simulations
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 110
Say we all roll dice against one another over and over
But every time I win, I get to add +1 to my future rolls.
A power law happens fast.
Lets say instead that some users just have a +3.A power law also happens fast.
Competitive arenas with any sort of persistence lead to the
average player being a loser.
Iterative simulations
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 111
Say we all roll dice against one another over and over
But every time I win, I get to add +1 to my future rolls.
A power law happens fast.
Lets say instead that some users just have a +3.A power law also happens fast.
Competitive arenas with any sort of persistence lead to the
average player being a loser.
Channel capacity & sympathygroups
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 112
groups
Lots of evidence to suggest thatyour knowable part of thenetwork is limited Robin Dunbar, monkeysphere
etc
This leads to special mechanicswhen dealing with nodes atdifferent graph distances.
Trust
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 113
Trust up close and its non-transitive!
Reputation at midrangeFaith at a distance (aka social contract)
Homogeneity
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 114
g y
Tightly linked nodes tend to be homogeneous liking the same things
This also introduces interesting liabilities ingameplay
As those with kids know, ones peer groupcarries more social weight than authority
Combined with trust and other networkcharacteristics, we get
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Guilds vs Neighbor Structures
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 117
T. B. Naik specifies these as the identifiers oftribes:
social distance from other tribes
frequency of contact
community of interests
scale compactness and self-sufficiency
politically organized
customary laws
multifarious economic pursuits
Impact of scale
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 118
Different social structures at different scales:
Bands
No fixed home"Egalitarian"leadership
No real bureaucracy
No laws
Unstratified culture
Tribes
A single home"Egalitarian" or "big-
man"
Organized resourceextraction
Still unstratified
Chiefdoms
Many homesCastes and classes
Cronyism & monarchs
Bureaucracy & laws
Taxes, indentured labor,and slavery
Public architectureLuxuries for elites
Dozens Hundreds Thousands
Segregation and genocide
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 119
Mathematical simulations show that given apetri dish, tribal structures always
Self-segregate
Annihilate each other
Exclusivity
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 120
The use of identityand other earliermechanics tomanipulate thevalue of rivalrousand non-rivalrousgoods.
Also known as velvetrope.
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Massive groupsDesigning games at the societal level
Swapping models
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 122
The functionalist way to look at things is:
Game systems that are problems of control
and coordination at a societal level-- Herbert Spencer
Resource distribution, goods production, etc.
Structuralism
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The sequel to functionalism! More of anemotional model, also now out of favor:
Meaning produced and reproduced viapractices and activities that are systems of
signification-- Levi-Strauss
(Such as games)
Guild vs guild
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 124
Large-scale interactions using availablesystems to create competition betweensocial entities
Trade and contract
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 125
Formalized means of allowing mutuallybeneficial interactions between overly-distant nodes on the network
MMOs versus social games
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 126
MMOs developed stronger social structuresthan social games, because they had sharedeconomic participation
despite not having constancy.
Social games usually have constancy withoutshared economic participation!
Anthony Giddens
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 127
Social structure as game rules
Ant farming or goldfish bowl
Structure, Modality, Interaction
Structure is the rules and resources
Modalityhow structures become action.
Interactionwhat the actor actually does
This analogizes directly to the forms of rulesin Rules of Play, or to the MDA framework.
Post-structural thinking
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A challenge:
A lot of post-structural thinking is aboutseeing past dualities and to shades of gray.
Moving beyond dualities such as neighborand not, tribe or not.
Games do this poorly. But
The PASSE model
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 129
Five general ways of building large, shades-of-gray social
structures in multiplayer games:
Politics
Arts
Science
Sociology
Economics
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PoliticsInfluence and social control
Elections
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 131
Actors of any distance from the
interaction apply a rivalrous good towardsan objective metric that applies
network-wide.
Politics --
orAmerican Idol,the largest MMO
in the world.
Reputation, influence and fame
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 132
Quantified signifiers for social currency, andformalized spending of this rivalrous good.
Conflict theory
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 133
The European post-structuralism:
Structures are developed out of conflictbetween people with differing interests andresources.
Bartle Types
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Structure vs agency
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The big question: are we locked into thegame design?
Structure creates habitus a structure of mind,a set of acquired schemata what goes
without saying for a group -- Pierre Bourdieu
The same question as socialization vs
autonomy.
Structuration
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 136
Anthony Giddens in 1984 had an answer:
Social life is both the small andthe big
People constantly reinforce and extend thestructure through actions
And the structure constrains what they can do
So theres a reflexive action that makes things
change overall, slowly.Which leads to interesting game problems such as
Public goods
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 137
Like a multiple player prisoners dilemma.Public goods are non-rivalrous, so there is atemptation to enjoy the good with nocontribution. For example, breathing.
Public parks.
Tragedy of the Commons
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 138
Flip side of public goods: if they are rivalrous,then they can get used up. Classic example,the commons in a village. Or spawns,territory, etc. The game is in
solving the
unsolvable.
And finally
Community
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 139
Where we start playing games on YOU.
A properly managed community isstructuration in action, and becomes the
ultimate political game for users.
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ScienceFiguring out how things work
ARGs and Puzzles
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 141
Ridiculously complex puzzles can be solved by hive
brains.
ARG puzzles such as image-based steganography
hidden in white noise in a poster. Combat systemalgorithms in an MMO.
Underlying logical rules discovered viaexperimental method equals
Strategy guidesh f f l b d
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 142
The transformation of rule-based secrets into
a public good.
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SociologyThe guts of sociability
MLS
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 144
Multilevel Selection Theory
Natural selection can be affected bycooperation at the group level.
-- David Sloan Wilson and Elliot Sober
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Interdependence and scaling issues
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 146
Scale-free networks are highly insulated from
failure.
But collapse occurs if hubs are suddenly removed.
If your game design has hubs and one breaks
(cfStar Wars Galaxies, Pirates of the Burning Sea)
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Economics
Fundamental multiplayer dilemma
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 148
The game equivalent of psychologys Fundamental
Attribution Error.
The basic premise of economics is mutualimprovement and optimal distribution of
resources.
Its a way for a group to level up.
This is anathema to games.
Veblen goods
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 149
A good where peoples preference for buyingthem increases because of their price.
Luxury cars
Limited Edition virtual items
See also: soulbinding, level limits, etc.
Services
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 150
Classes and roles can be seen as forms ofasymmetric trade.
Even mechanic #1, helping is a service!
So are numerous others on the list.
In other cases, mechanics are premised inunequal contributions.
All of these aregenerally non-quantifiable.
Therefore, cheating
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 151
Randy Farmers KidTrade proposal Gifting Twinking
Gifting + Multiple Chars/ServerMuling
Gifting + Messaging + Trust Trading
Trading Messaging Trust + In World Machinery Robust
Trading Robust Trading + Scarcity+ Liquidity External Market (eBay)
External Market Trust + In World Machinery GOM
Gifts inevitably cause Real Money Trade,which is a form of
All i l tifi d l ti f
Arbitrage
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Allowing unequal quantified valuations of
the same good to arise within the system,and permitting trade that exploits them.
Supply chains
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Cascading unequal valuations ofgoods arranged in sequence.
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Arts
The act of invention
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Games Are
solving statistically varied challenge situationspresented by an opponent who may or may not
be algorithmic within a framework that is a
defined systemic model.-- me
Statistical variations are handcrafted,randomized or
User generated content
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 156
Forums. Character art.
Roleplay narratives.
Fan fiction.
Player conventions. Weddings.
Game maps.
The game has to be designed to encompass and permit thissort of activity.
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DeconstructionTaking it all apart
Remember the quote?
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 158
A good game should focus entirely on it'ssingle-player aspect first and foremost. Then ifit's a simple game like a shooter or racer, use theremaining time and space to fit in a multi-player
aspect to it In other words, multi-playingshould never take away from the single-playeraspect of the game. Pure multi-player games
really should be few and far between.
-- the unfortunately named New Troll, Escapist Forums, 23 June 2009
Derrida
A i d h l i ibl f h
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 159
As a turning toward the presence, lost or impossible, of the
absent origin, this structuralist thematic of brokenimmediateness is thus the sad, negative, nostalgic, guilty,Rousseauist facet of the thinking of freeplay of which theNietzschean affirmation-the joyous affirmation of thefreeplay of the world and without truth, without origin,offered to an active interpretation-would be the other
side. This affirmation then determines the non-centerotherwise than as loss of the center.And it plays the gamewithout security. For there is a sure freeplay: that which islimited to the substitution of given and existing, present,pieces. In absolute chance, affirmation also surrenders
itself togenetic indetermination, to the seminaladventureof the trace.-- Structure, Sign, and Play in the Human Sciences
Griefing
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 160
Griefing can be an act of game literacy:engaging in the ultimate transgressive play
with the system,Or the act of virtual sociopathy.
All* the multiplayer mechanics1 v self/system Deconstruction1 v 1 v 1 v Networks
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GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 161
f/ yHelping
1 v 1 parallelStatus
Races
Leaderboards
Tournaments
1v1 opposedFlower-picking
Dot-eating
Tug of War
Handicapping
Secrets
Griefing
PASSE:Politics
Art
Science
Sociology
Economics
Last man standing
BiddingDeception and bluffing
3rd party Betting
Prisoners Dilemma
Gamesmaster
n v n (groups)RolesHot potatoRitualsGiftsReciprocityMentoring & TwinkingIdentity
Ostracism
*41-50 are left an exercise forthe reader
Iterative interaction &trust
Guilds
Exclusivity
Guild vs guild
Trade and contract
Elections
Influence and fame
Public goodsTragedy of the Commons
Community
Strategy guides
Teamwork (MLS)
Arbitrage
Supply chainsUser generated content
For brawls and races, see Characteristics of Multiplayer Games: Lessons from the World of PaperGaming K Robert Gutschera GDC2009
Hidden info
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Gaming, K. Robert Gutschera, GDC2009.
The MDA framework is described inMDA: A Formal Approach to Game Design and Game Researchby Hunicke, LeBlanc, and Zubek.
I recommend Linkedby Albert-Lazslo Barabasi for an intro to social networks, and Influence byRobert Cialdini for more on influence structures. And of course you read Rules of Play andDesigning Virtual Worlds right?
For more on network structures, I refer you to my GDC2003 presentation Small Worlds: Competitiveand Cooperative Structures in Online Worlds and its extensive bibliography. Theres a series OnTrust on my blog as well.
I would start with Wikipedia for reading up on sociology and anthropology.
You can read Randy Farmers KidTrade: A Design for an eBay-resistant Virtual Economy on hiswebsite at http://habitatchronicles.com/Habitat/KidTrade.pdf
More on interdependences issues at http://www.next-gen.biz/news/what-went-wrong-with-pirates-mmo
You can read Derridas Structure, Sign and Play at http://hydra.humanities.uci.edu/derrida/sign-play.html or in Writing and Difference. If you really, really, really want to.
All the art came from http://icons.mysitemyway.com in the royalty-free Rounded Glossy Black Icons set.
Special Thanks to John Donham & Jenny Kropko and Patrick Ferland (for PASSE)
This presentation and dozens more are available in various formats on my website:
http://habitatchronicles.com/Habitat/KidTrade.pdfhttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://hydra.humanities.uci.edu/derrida/sign-play.htmlhttp://hydra.humanities.uci.edu/derrida/sign-play.htmlhttp://icons.mysitemyway.com/http://icons.mysitemyway.com/http://hydra.humanities.uci.edu/derrida/sign-play.htmlhttp://hydra.humanities.uci.edu/derrida/sign-play.htmlhttp://hydra.humanities.uci.edu/derrida/sign-play.htmlhttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://www.next-gen.biz/news/what-went-wrong-with-pirates-mmohttp://habitatchronicles.com/Habitat/KidTrade.pdf