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拉夫·科斯特针对社交游戏提出的40个社交机制

发布时间:2011-05-16 15:16:20 Tags:,,

游戏邦注:本文作者Alice,文章中的40个社交机制是他根据拉夫·科斯特制作的幻灯片总结而来的。

Raph Koster

Raph Koster

拉夫·科斯特曾阐述了社会、人类以及人类互动的运作方式,并认为这是就是所谓的社交机制,同时还谈到了它们如何应用至社交游戏当中。

拉夫·科斯特是通过190张幻灯片来说明这些观点的,我无法逐字呈现拉夫·科斯特所述,幻灯片很快将现身他的网站。

就我来看,他提出了40个既有基本社交机制,游戏设计师就无需重新改造这些机制。

下文是拉夫·科斯特的自述:

“我制作了190张幻灯片。这些幻灯片像是一张列表。我罗列了40个用于创造游戏社交活动的机制,这样设计师就无需重新进行设计了。

如今的社交游戏多为单玩家体验。

社交游戏要求玩家同步体验,或者是合作体验……”

1. 简单的多人模式是设计师的最佳选择。游戏的沟通渠道是否足够完善呢?互助是社交体验的基石。

平行对称游戏:飞镖游戏、高尔夫游戏及滑雪游戏。玩家共同体验,相互比较成就。所谓的多人模式就是相互比较进度。

2. 量化成就。将玩家成就列入数据库当中。

3. 竞赛。首先达到目标的玩家是赢家。但奇怪的是,为何不设定同等级的竞赛?设计师可以将此应用于网络游戏中。社交游戏通常不采用竞赛模式。

4. 排行榜:玩家之间展开异步竞争,同时参考以往成绩。历史成绩体现在游戏页面旁边柱状图。

排行榜

排行榜

5. 锦标赛:安排竞争对手。社交游戏通常会使用括号代表简单的PvP比赛组合:这表示该组选手已安排完毕。

6. 竞争资源。竞争商品是指无法同时为他人使用的资源。玩家拥有他人的资源,他人使用这些资源。而非竞争资源通常是指复制品(游戏邦注:如信息)。

7. 吃点心。玩家吃点心,而其他玩家没有。这就是零和资源消耗。

8. 拔河比赛。游戏产生赢家和输家。

9. 设置障碍。

10. 融入秘密元素。谜团之战。玩家手握纸牌。

11. 最后生存者机制。采用死亡模式。

12. 投标。玩家处于仲裁地位。其他玩家投标,借助自己的竞争商品(游戏邦注:即指金钱),获得这些商品的玩家为赢家。社交游戏的静态拍卖活动处在何方呢?

13. 谎言。欺骗和唬弄。欺骗对其他玩家不利;并非计算机。我们需要量化社交体验;采用的心理元素越多,唬弄的效果就越大。

14. 第三方打赌模式。打赌主要依靠玩家在计算成功几率中的疏忽状态所推动。这不是玩家的强项,这个机制只能应用于玩家之间;我们无法同机器进行打赌。

15. 囚犯困境。玩家无法拥有所有信息,他们处于相同立场,如果有人屈服,那么双方就都失败了。如果双方共同协助,那么他们将会取得成功。玩家无从知晓其他玩家是否会站在他们这边。社交游戏目前尚未采用这个机制。

16. 军旗游戏。桌面军事策略颇有效率。创造游戏地下城主及游戏管理者。仲裁人强化规则,游戏管理者指导行动及游戏发展。社交游戏目前尚未融入指导元素,我们未来可以尝试这个方向。

17. 人物角色。很多多人游戏没有采用团队角色模式。社交游戏通常没有融入团队角色或者阶级元素。这是个很好的构思,能够增加玩家留存率。

18. 联合模式。已有社交游戏采用这个模式,这是个棘手的机制(游戏邦注:如《Victim & Hunter》)。

19. 仪式机制。角色转变:婚礼、切蛋糕、晋级及gratz论坛。参加婚礼对应的社交游戏是什么呢?分享仪式是个无形的纽带,绑定了社区玩家。而礼物是仪式最好的标记。玩家都很享受身处社区之中。

20. 礼物。玩家将具有竞争性的商品带个其他玩家,进而完善自己的状态栏。礼物包含完整的嵌入文化。

21. 互惠机制。玩家将送出自己喜欢的物品,因为他们知道物品很快又会回到自己手中。

22. 指导机制。高手提供给低等级玩家系列物品。这个机制很受欢迎。这不存在欺骗性,这是强大的社交粘合剂。

23. 同一性。这是玩家在社交环境中呈现自己状态的途径。

24. 排斥机制。移除团队元素。否认资源的作用。

25. 信任。游戏是否呼吁玩家信任陌生人呢?

26. 公会&部落。这个机制十分强大。仅仅呈现于社交游戏中。

27. 专有机制。天鹅绒绳。VIP俱乐部。这些能够为游戏营收带来什么?

28. 公会&公会。我们知道团队都希望消灭对方群体,双方存在敌对性。即使是农场游戏也存在热带&温带的竞争,它们互相嫉妒,不断散发激情及同一性等元素。

29. 贸易。这些大规模的结构相互依赖。这些元素不太可能消失。我们关注的焦点并不在于它们相互出售商品。

30. 选举。(游戏邦注:目前最大型的MMO游戏就是《American Idol》)。这个机制涉及政治模式。

American idol

American idol

31. 名誉、影响和名声。这是供其他玩家模仿的角色模式。设计师可以通过提升玩家的名气影响其体验行为。

32. 公共商品、公园和空气。游戏是否拥有无限的共享资源?

33. 平民百姓的悲剧:玩家是否会用尽自己的公共财富?Facebook广告价格:我们促使广告价格不断提高,而我们自己又从中受到影响……

34. 社区。这是我们开始游戏体验的地方。如果社区互动没有很好的辅助工具,玩家将会错过其他社区主要发言人。这些玩家就像吱吱作响的车轮,具有无限的扩展性。

35. 策略公会。玩家可以联合起来通过科学方法解决疯狂的问题。每个玩家都是一股新鲜试验的力量,他们都将取得进步,探索新想法。但这只有通过大量接触共享资源才能够实现。

36. 团队协助。共同协助的团队比孤军奋战的玩家更成功。例如,屠龙点数(游戏邦注:这在MMORPG类游戏中被广泛用作战利品的分配依据)。

37. 套利。

38. 供应链。价值链和相互依赖。

39. 玩家生成内容。

40. 悲伤机制。挑战玩家的体验规则。玩家有时会重新改造游戏体验模式。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Raph’s 40 social mechanics for social games

Raph Koster just explained how societies work, how humans work, and how we interact as beings with each other, described as social mechanics and how they could be applied (and are sometimes applied) in social games.

190 slides – I couldn’t write what he said as he said it, but his slides will go up shortly on his site. UPDATE: ka-ching! Here the are.

Meanwhile, as a taster, his list of the 40 essential social mechanics that have ever existed, in order that game designers need never have to reinvent them again.

I hope I got that bit right.

“I have 190 slides. This pres is largely a list. 40 mechanics used to create social activity in a game so you don’t have to design this stuff again.

Social games today are primarily single player experiences.

Social games are playing in parallel with people, or maybe collaboratively…”

#1: The simplest form of multiplayer is simple advice and assistance. How good are your channels for communication? Helping is the building block of all social gameplay.

Parallel symmetric games: darts, golf, snowboarding. You play alongside each other, comparing performance. Meausring progress against someone else is what makes it multiplayer.

#2: Quantifying achievement. Putting it into a database.

#3. Races. The first user to reach a goal, wins. Curiously absent. Why not have races to a level? You can use this in a network setting. Social games don’t tend to use racing.

#4. Leaderboards: everyone competes asynchronously, parallel with historic attempts. We see this in neighbourbars.

#5: Tournaments: bracketing users. Social games tend to use bracketing for simple pvp matchmaking: it’s under utilised.

#6: Opposition. A rival good is something that can’t be used by someone else at the same time. You have my stuff, I can’t use it. Non-rival is stuff that clones itself: information, etc.

#7: Dot-eating. I ate it, you didn’t. Zero sum resource consumption.

#8: Tug of War. A winner and a loser.

#9: Handicapping.

#10: Secrets. Fog of War. Hands of cards.

#11: Last man standing. Deathmatch.

#12: Bidding. Mediated status. You bid, you take your rival goods (money) and whoever gets the thing, wins. Where are the silent auctions in social games?

#13: Lying. Deception and bluffing. Deception only works against other people; not a computer. We depend on quantifying things in our social games; the more we move into psychology the more we can leverage things like bluffing.

#14: 3rd party Betting. Betting is driven by the human brain’s bug at calculating odds. We’re lousy at it. This only works on people; you can’t do it vs a cpu.

#15: prisoner’s dilemma. Players don’t have all the info, they’re on the same side. If either one caves, they both lose. If they both hang together, they will succeed. You don’t know if the other person will uphold their side. We currently don’t see this in social games. Yet.

#16: Kriegspiel. Tabletop military strategy, effectively. Creates the dungeonmaster, the gamemaster. A referee enforces the rules, a gamesmaster directs the action, directs the game. We don’t do much directing in social games right now, but we could.

#17: Roles. How many multiplayer games can you think of that don’t have positions on a team. We don’t use team roles or classes in social games. That’s fascinating. This one is guaranteed to increase retention.

#18: Ganging up. Being it. Hot potato, Tag. Victim & Hunter.

#19: Rituals. Role transitions: weddings, cut a cake, levelling, ding gratz. What is the social game equiv of attending the wedding? Shared rituals bind community like nothing else. The biggest thing that marks rituals is gifts. This one I’m happy to say, we’ve nailed.

#20: Gifts. This is moving a rivalrous good to another actor in order to increase their status bar. Gifts have a whole pile of embedded cultural practice. [note, I think #20 was titled gifts, I was momentarily distracted...]

#21: Reciprocity. Players will send what *they* want, as they know they’ll get it sent back to them.

#22: Mentoring / Twinking. When a hilev hands a lowlev a pile of stuff. It’s hugely welcoming. It’s not cheating, it’s powerful social glue.

#23: Identity. Means of displaying your status inside a social context.

#24: Ostracism. Group removal. Denial of resources.

#25: Trust. Does your game call on your to trust someone you don’t know?

#26: Guilds & tribes. Hugely powerful. Barely present in social games.

#27: Exclusivity. Velvet rope. VIP clubs. What could this do for your monetisation?

#28: Guild vs Guild. We know groups like to annihilate each other. Rivalry. Even in a farming game, you could have tropical vs temperate, and they will envy each other, and they will develop passion, and identity, and then…

#29: Trade. These large-scale structures become dependent upon each other. They’re less likely to quit. We haven’t focused on them selling things to one another…

You are shaping societies. You are building the things people play in, talk about, take part in. Be awake to this.

#30: Elections. The largest MMO in the world today is American Idol. Politics.

#31: Reputation, influence and Fame. Rolemodels for other players to follow or imitate. You can affect the way players behave by making them famous. Don’t publicis the griefers, publicise the wonderful ones.

#32: Public goods. Parks. Air. Is there an infinite common resource in your game?

#33: Tragedy of the Commons: can you use up your public good? The price of Facebook ads: the prices are going up, we’re driving those prices up, we’re all affected…

#34: Community. Where we start playing games on you, the player. If you don’t have good facilities for community interaction, you miss out on the people who set the tone and opinion for everyone else. They’re the small squeaky wheel with enormous broadcast reach.

#35: Strategy Guide. Players are able to solve insane problems as a group via the scientific method. Every player is a fresh experiemtn trial run, they get better, they figure stuff out. But this only works at large scale with shared info.

#36: Teamwork. Groups operating together are more successful than those operating on their own. Dragon Kill Points.

#37: Arbitrage.

#38: Supply chains. Chain value, interdependence.

#39: User generated content. Design for this.

#40: Griefing. Change the rules out from under the players. Sometimes players are reinventing your game for you.

Wonderful stuff, as ever, goes without saying. Watch out for his slides, because not only is there more explanation, but also a bibliography!(Source:wonderlandblog


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