The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith Center for Compyter Games Research IT University of Copenhagen
LARGER PROJECT Apply theories of conflict to video games - Economic game theory Testing these theories against reality - Examining the relationship between game structure and player behaviour
TODAY Here: Studying game design history through the lense of game theory (collective action) The problem (the challenge) is usually the other player(s)
HISTORY OF CONFLICT Spacewar (1962): Zero- sum game in which one player wins (fully) and the other player loses (fully). Players will not cooperate in any way. Trust is not an issue.
HISTORY OF CONFLICT Fire Truck (1978): Non- conflictual (organic relationship) Players will cooperate fully and communicate to coordinate/syncronize.
HISTORY OF CONFLICT Joust (1982): Non-zero sum - Players can kill each other (for points) - Cooperation prudent unless one fears aggression - Risk of misemplementation Cooperation (but unstable) Player 2 CooperateDefect Player 1 CooperateGreatBad DefectGoodMediocre
HISTORY OF CONFLICT Gauntlet (1985): Non-zero sum. - Players cannot kill each other - Players compete for resources Cooperation (but unstable) Wizard CooperateDefect Valkyrie CooperateValkyrie=2 Wizard=2 Valkyrie=0 Wizard=3 DefectValkyrie=3 Wizard=0 Valkyrie=1 Wizard=1
TYPOLOGY OF CONFLICT TypePlayer interestsChallengeSum typeExamples CooperativeExactly alignedGame environment or other team AnyFire Truck (1978), co- op mode in Halo (2001) Semi- cooperative Collective goal shared but individual goals differ somewhat. Game environment or other team and to a lesser extent the allied player(s. Non-zero- sum game with allies, any type against game environment or other team Joust (1982), Gauntlet (1985) CompetitiveDirectly opposed. Competitive two-player games will never inspire in-game cooperative behavior while games with more players may inspire temporary coalitions between players. The other player(s) Zero-sumPong (1972), Tekken 4 (2002)
CONCLUSIONS Players are engaged in continuous experiments with ”collective action” Game design is political philosophy Gameplaying is experimental economics
CONCLUSIONS Game design history amounts to a continuous experiment with relationships We can choose an entirely formalist approach, as long as - We know what we’re doing - We test the predictions
CONCLUSIONS Thank you