Raphael Koster is a multi-talented game designer and VP Creative Designer at Playdom who one day woke up and decided to produce something awesome: a compilation of 40 social mechanics (in societies and human networks) that apply to social gaming and can serve as interesting brain tease on how to reinvent how we approach marketing and advertising. They call it #Gamification, it's a trend on Twitter so it has to be true. We even wrote about it a few times already.
Raph dissects multiplayer mechanics and presents a through a structured, cross-disciplinary lens. If you are remotely interested in game theory, psychology, evolutionary biology, history, sociology, social networking or game design stuff; this is a must read.
For convenience purposes and for lazy ADD readers, we wrote a Cliff Notes' version of the deck. Think of it as the notes a bad intern would take during a great meeting of minds.
Section 1: 1 Versus Self / System
1 - Helping: advice and assistance
Section 2: 1 Versus Parallel
2 - Relative Status: quantifying a player's achievement against the opponent
3 - Races: first user to reach a given status level wins
4 - Leaderboards: compete with all historical attempts
5 - Tournaments
Section 3: 1 Versus 1 Opposed
6 - Flower-picking: compete to get stuff, but there is always more stuff (speed up arrows on a race track). Non-zero sum resource consumption
7 - Dot-eating: zero-sum resource consumption. Whatever I get, you can't have.
8 - Tug of war: I can take your stuff, you can take mine (the engine behind all combat games)
9 - Handicapping: artificially equalizing status in order to provide a tighter race
10 - Secrets: imperfect information (knowledge as a rivalrous good > fog of war in strategy games)
Section 4: 1 Versus 1 Versus 1 Versus...
11 - Last man standing
12 - Bidding
13 - Deception and bluffing: misinformation, when secrets are treated as goods
14 - 3rd party betting: I play a bidding game against others, based on the outcome of a multiplayer game
15 - Prisoner's dilemma: teammates with secrets who must choose independently to collaborate or both lose
16 - Gamesmaster pattern: third party directs the game (referee)
Section 5: N Versus N (Groups)
*17 - Roles: specialization into different games within one group
18 - Hot potato / ganging up: rotation of roles within multiplayer game
19 - Rituals: ceremonies marking significant transitions within a social structure (wall posts, gifts, for instance): birth, marriage, death, level up, holidays, etc.
20 - Gifts. Super important. (see Marcel Mauss below)
21 - Reciprocity: social expectation of a future return of a gift ("return gift" button?)
22 - Mentoring and twinking: "I get social obligation, you get value" (non-symmetrical exchange). (a car at graduation, Mickey ears when you go to Disney). Strengthens community ties.
23 - Identity: display of status and role via rivalrous goods (skins, shirts, class gear, etc.)
24 - Ostracism: grow removal via denial of common resources (exclusion)
Section 6: Networks
25 - Iterative interaction and Trust. Trust is stronger than reputation (mid-range) which is also stronger than faith (at distance, i.e. social contract).
26 - Guilds/tribes: subnetworks with their own social identity
27 - Exclusivity/ Velvet Rope: use of identity (or other mechanisms) to manipulate the value of goods (VIP clubs)
28 - Guild vs. Guild: competition between social entities
29 - Player-to-player economy = Trade and contract: mutually beneficial interactions between distant nodes on the network
30 - Elections (American Idol is the largest MMO in the world)
31 - Reputation, influence and fame
32 - Public goods: non-rivalrous goods, with temptation to enjoy the good with no contribution (air, public park, etc.)
33 - Tragedy of the commons: flip side of public goods. If they are rivalrous, they can get used up (spawns, territories in a village, etc.). For instance: the Facebook ad market.
34 - Community
35 - Strategy guides: transformation of rule-based secrets into a public good
36 - Teamwork MLSs (wisdom of crowds, DPS systems, Survivor TV show)
37 - Arbitrage: allowing unequal quantified valuations of the same good to arise within the system permits trade that exploits them
38 - Supply chains: cascading unequal valuations of goods arranged in sequence (get a house out of a bottle if you trade it with the right people)
39 - User generated content: forums, character art, role-play narratives, fan fiction, player conventions, weddings, game maps, etc.
Section 7: Deconstruction
40 - Griefing