Cyberamicable Game Design
June 07, 2017
Is it possible to design videogames to encourage friendships? This is a question about whether cyberamicable games are a possibility, and it’s one that
Earlier this year, Dan Cook published a long report from his November 2016 Project Horseshoe visit, entitled Game Design Patterns for Building Friendships. This is precisely a discussion about what I have been calling cybervirtue, in the context of games, and I want to suggest that games that are designed to encourage friendship would be cyberamicable, since we call ‘amicable’ a person who gets on well with others, or who forms friendships easily.
Here’s an extract from Dan’s piece:
Games that lack the tools for disclosing personal info between two people will never facilitate deep relationships. They may never even facilitate shallow relationships since players see that there will never be a long term future for any relationship they form in the game. However, disclosure is a highly risky action and teams will often try to cut it from their designs. Sharing information before a relationship is strong enough can result in broken or antagonistic relationships.
There’s a ton of useful and thought-provoking ideas here, and it’s well worth a look for anyone working in the space of multiplayer games. Check it out!
Cross-posted from ihobo.com.
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