Cause and Effect: Design for Collaborative or Competitive Dynamics
Introduction
The Effect of Contemporary Social Games
- Self-centered and socially irresponsible: Unlimited personal gain without consequence
- Players collaborate without having to share or compromise
- Players compete purposefully with pre-determined opponents
Real Life
- It behooves us to form social relationships and be socially aware (not endless gain)
- In real life, people often have to sacrifice, share or compromise in close relationships
- Competition comes about between people
The Growing Impact of Social Games
- As games become more social and global, it would be healthy for games to be more realistic in their social structures
- Social responsibility would be something important to be considered in game design
Paper Body
- Popular Games of Today : Artificial Socialization
- World of Warcraft relationship roles of opponent and ally.
- Co-existing / “Separate-but-equal” alliances : lack of community influence
- Teams: predetermined without history
- Little Cave Hero : gifting without really giving
- Socializing through Games, Influence
- Super Mario World 3: Battle Mode:
- Social and massive games are prominent and increasing in popularity
- Ravenwood Fair: endless gain without consequences.
- Without responsibility, games only pose as being “really social” but miss the mark.
- In teams, the only responsibility is to be competent
- Real Life: Social Responsibility, Public Relations
- Noam Chomsky: structures that allow unhindered competition
- Competitive Strategies allow corporate entities to gain
- Social Responsibility is required to avoid animosity and keep system in tact
Conclusion: Structure and Meaningful Play
- Rules of Play: How does complex gameplay create meaning?
- Does gameplay affect culture?
- Storytelling and game design.
Bibliography
Bainbridge, William Sims. The Warcraft Civilization: Social Science in a Virtual World. 2010.
Chomsky, Noam. Powers and Prospects: Reflections on Human Nature and the Social Order. 1999.
Fischer, Claude. Inequality by Design: Cracking the Bell Curve Myth. 1996.
Salen, Katie and Zimmerman, Eric. Rules of Play: Game Design Fundamentals. 2003.
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