Social Mechanics

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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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    Boundaries

    Consider: is training part of the game?

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    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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    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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    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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    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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    Rival goods mechanics

    Several forms of brawls depend on treatingresources within the game, such as

    Health

    as rival goods.

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    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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    Take many tugs of war

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    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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    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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    Werewolf

    Aka Mafia, etcA game where players have secret roles

    Villager, werewolf, various other small optional

    ones

    W lf

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    Werewolf

    Aka Mafia, etcA game where players have secret roles

    Villager, werewolf, various other small optional

    ones

    W lf

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    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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    Rituals

    Ceremonies marking significant roletransitions within a social structure.

    Functionalism

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    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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    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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    GDCO 2010: Raph Koster, Social Mechanics: the Engines behind Everything Multiplayer 91

    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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    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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    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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    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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    Technical term: scale-free networks.

    A very particular sort of structural pattern and universal in human society.

    Preferential attachment

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    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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    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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    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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    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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    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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    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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    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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    Trust up close and its non-transitive!

    Reputation at midrangeFaith at a distance (aka social contract)

    Homogeneity

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    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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    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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    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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    Mathematical simulations show that given apetri dish, tribal structures always

    Self-segregate

    Annihilate each other

    Exclusivity

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    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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    Large-scale interactions using availablesystems to create competition betweensocial entities

    Trade and contract

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    Formalized means of allowing mutuallybeneficial interactions between overly-distant nodes on the network

    MMOs versus social games

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    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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    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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    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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    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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    Quantified signifiers for social currency, andformalized spending of this rivalrous good.

    Conflict theory

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    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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    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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    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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    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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    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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    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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    The transformation of rule-based secrets into

    a public good.

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    SociologyThe guts of sociability

    MLS

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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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