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March 1, 2011 04:47 am PST

Taxonomy of social mechanics in multiplayer games

Yesterday's Game Developer Conference in San Francisco saw a smashing presentation from game-design legend Raph Koster, entitled, "Social Mechanics: The Engines Behind Everything Multiplayer." Alice from the Wonderland Blog took copious notes, and Raph has uploaded his slides. #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. Social Mechanics: The Engines Behind Everything Multiplayer (PDF) Raph's 40 social mechanics for social games (Wonderlandblog) Raph Koster describes a "fun Amazon" - Boing Boing Why the EVE Online industrial espionage econopocalypse is "fun ... Seminal virtual world designer mailing list archive - Boing Boing Star Wars Galaxies economy laid bare - Boing Boing Was 1971 the best year to be born a geek? - Boing Boing Theory of Fun PDF - UPDATED - Boing Boing...


Original Link: http://feeds.boingboing.net/~r/boingboing/iBag/~3/SAR8cgF21oo/taxonomy-of-social-m.html

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