![]() ![]() ![]() Groups contain multiple overlapping individual networks. This paper focuses primarily on the implications of Dunbar’s Layers for human-scale social design in online games.Ī social group of is a collection of people brought together for a shared task or interest. This web of relationships can be modeled as an egocentric network with the individual at the center. ![]() People tend to have a maximum of 150 total friendships, including 50 good friendships, which include 15 best friendships, which, in turn, include 5 intimate friendships. Friendship formation is a distinct process involving proximity, similarity, reciprocity, and disclosure.Īn individual has a highly structured distribution of relationship bonds. Social game design operates within the physical and mental constraints of the human animal, so it pays to understand these constraints and build them into our designs.Ī friendship is a single social bond between two people. Each provides a set of constraints for social design. When researching what it meant to make human-scale systems, we found several key concepts from social psychology. Opportunities for fulfilling the social motivations of players.Social group and the constraints they also introduce.Dunbar’s Layers and the constraints they place on social systems design.What we can borrow from social psychology.What are the critical design lessons from these smaller online games-and how can current research and understanding of social psychology help make sense of those lessons? We combined our decades of experience designing social systems for online games and a deep dive into current academic research to arrive at a set of best practices and common pitfalls. And many modern hit games, like Fortnite, are online games that successfully limit their focus to matches of 100 or less. Multiplayer Minecraft is wildly successful, despite its reliance on relatively small, instanced servers. Many early MUDs (Multi-User Dungeons) involved populations of dozens-to-thousands of people and still have vibrant communities to this day. A rule of thumb is that development costs grow exponentially as the number of players increases, but for many years, there’s been an unquestioned assumption that bigger player numbers are inherently better and therefore worth pursuing. An MMO is notably tricky to build due to technical issues involving server scaling, as well as design issues involving scaling economics, politics, level design, pacing, persistence, and progression. Many of the problems associated with making an MMO, a Massively Multiplayer Online game, come in large part from the very first term: “Massively”. Kyle Brink, Director of Production at ArenaNet.Isaiah Cartwright, Game Director at ArenaNet.Erin Hoffman-John, Lead Prototyper at Google. ![]() Daniel Cook, Chief Creative Officer at Spry Fox.Crystin Cox, Principal Program Manager at Microsoft.Amy Jo Kim, Chief Executive Officer at Shufflebrain.Alexander Youngblood, Game Designer at ArenaNet.For this year's Project Horseshoe, an annual game designer think tank, our workgroup investigated small-scale MMOs. ![]()
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