T he Pr oblem of Other Player s I n-game collabor ation as collective action
L ARGER 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
T OD AY Here: Studying game design history through the lense of game theory (collective action) The problem (the challenge) is usually the other player(s)
H I ST ORY OF CON F L I CT 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.
H I ST ORY OF CON F L I CT Fire Truck (1978): Non conflictual (organic relationship) Players will cooperate fully and communicate to coordinate/syncronize.
H I ST ORY OF CON F L I CT Joust (1982): Nonzero sum Players can kill each other (for points) Cooperation prudent unless one fears aggression Risk of misemplementation Cooperation (but unstable) Player 2
Player 1
Cooperate
Defect
Cooperate
Great
Bad
Defect
Good
Mediocre
H I ST ORY OF CON F L I CT Gauntlet (1985): Nonzero sum. Players cannot kill each other Players compete for resources Cooperation (but unstable)
Wizard
Valkyrie
Cooperate
Defect
Cooperate
Valkyrie=2 Wizard=2
Valkyrie=0 Wizard=3
Defect
Valkyrie=3 Wizard=0
Valkyrie=1 Wizard=1
T YPOL OGY OF CON F L I CT Type
Player interests
Challenge
Sum type
Examples
Cooperative
Exactly aligned
Game environment or other team
Any
Fire Truck (1978), co op mode in Halo (2001)
Semi cooperative
Collective goal shared but individual goals differ somewhat.
Game environment or other team and to a lesser extent the allied player(s.
Joust (1982), Gauntlet (1985)
Competitive
Directly opposed. Competitive The other twoplayer games will never player(s) inspire ingame cooperative behavior while games with more players may inspire temporary coalitions between players.
Nonzero sum game with allies, any type against game environment or other team Zerosum
Pong (1972), Tekken 4 (2002)
CON CL U SI ON S Players are engaged in continuous experiments with ”collective action” Game design is political philosophy Gameplaying is experimental economics
CON CL U SI ON S 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
CON CL U SI ON S
Thank you smith@itu.dk