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	<title>OMGWTFGAMES!!1! &#187; essays</title>
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		<title>A Game for Griefers (and why I think it&#8217;s hard to make a good one)</title>
		<link>http://omgwtfgames.com/2009/07/a-game-for-griefers-and-why-i-think-its-hard-to-make-a-good-one/</link>
		<comments>http://omgwtfgames.com/2009/07/a-game-for-griefers-and-why-i-think-its-hard-to-make-a-good-one/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 23:24:13 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[essays]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[GDCU]]></category>
		<category><![CDATA[griefers]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=199</guid>
		<description><![CDATA[These are my notes for &#8220;Game Design Concepts&#8221; Level 8 assignment &#8211; we were tasked with outlining the concept for a game that appeals to the player type &#8220;Griefer&#8221; or &#8220;Killer&#8221;. I never quite completed the assignment by posting this to the forums, since the text was (&#38; is) all a bit of a ramble [...]
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			<content:encoded><![CDATA[<p><em>These are my notes for <a href="http://gamedesignconcepts.wordpress.com/2009/07/23/level-8-kinds-of-fun-kinds-of-players/">&#8220;Game Design Concepts&#8221; Level 8 assignment</a> &#8211; we were tasked with outlining the concept for a game that appeals to the player type &#8220;Griefer&#8221; or &#8220;Killer&#8221;. I never quite completed the assignment by posting this to<a href="http://gamedesignconcepts.aceboard.com/336227-5298-0-Level-Challenge-Blue-Square.htm"> the forums</a>, since the text was (&amp; is) all a bit of a ramble while I organised my thoughts. Despite that, I think there are some useful insights here &#8211; and I might clean it up later into some kind of essay.</em> <em> It is written in the context of <a href="http://www.mud.co.uk/richard/hcds.htm">Richard Bartles article on player types in MUDs</a>, but is generally applicable to pretty much any sufficiently open and complex multiplayer game whether played online, offline or on-tabletop. Read on below the fold .. if you dare &#8230;<br />
</em></p>
<p><em><span id="more-199"></span></em>The archetypal Griefer/Killer player type primarily derives pleasure in causing grief to others playing the game. The most pleasure for the Griefer/Killer is derived when they break &#8216;social norms&#8217; of the game accepted by the majority of other players, and cause annoyance to those other players who play within those &#8216;social norms&#8217;. Note that breaking social norms is well within the rules of the game, it&#8217;s just &#8216;unpopular&#8217; behaviour to most other players.</p>
<p>The difficulty in this task is that Griefer/Killer players generally do not exist in a vacuum, but require other players with different goals to feed off. Any game that caters to only Griefer/Killers would have difficulty finding (or at least maintaining) players of other types. I don&#8217;t believe G/Killers would derive much pleasure from simply &#8216;killing&#8217; other G/Killers, if all players in the game were G/Killers with essentially the same goals &#8211; kill or be killed &#8211; since this would be the accepted behaviour in the game, and no social norms would be broken. However, I&#8217;d predict that a group of &#8216;real&#8217; G/Killers, if they kept playing at all, would find a way to play that would annoy everyone, hence deriving pleasure &#8211; but this dynamic would not be the intended way to play the game (or at least not appear to be).</p>
<p>One strategy would be to set up dynamics such that G/Killers were griefing other G/Killers. The problem here is that if it was obvious to those players that griefing was within social norms and generally accepted as &#8216;part of the game&#8217;, the griefing would  no longer maintain it&#8217;s appeal.</p>
<p>To take <a href="http://www.mud.co.uk/richard/hcds.htm">Bartle&#8217;s example of a MUD overbalanced to encouraging G/Killers</a> &#8211; he proposes that this would be an arcade-style shooter, which would preserve the &#8216;thrill of the chase&#8217;, but sacrifice the main motivating activity of the G/Killer &#8211; the &#8216;parasitic&#8217; griefing of other players. Parasites need hosts to survive, and other parasites usually don&#8217;t make good hosts to feed off. I don&#8217;t believe that a shooter, for example a FPS like Quake, is a &#8216;game for griefers&#8217; &#8211; witness how a new specific class of griefer just emerges instead, now called the &#8216;camper&#8217; or &#8216;teamkiller&#8217;.</p>
<p>To put things another way &#8211; G/Killers knock down, and don&#8217;t enjoy to build anything except maybe their reputation. There needs to be someone else to build &#8211; unless the G/Killers can be &#8216;tricked&#8217; into building through their own prefered actions of knocking down. Even then, the fun for the building-Griefers may only be maintain so long as they remain decieved about the actual mechanics of the game.</p>
<p>How can the dynamic of G/Killers killing G/Killers by made into a compelling (or &#8216;fun&#8217;) experience for these players ? For &#8216;pure&#8217; Griefer/Killer/Troll player types, this is very tough, but most players will in reality be a mixture of player types. G/Killers that have some tendency toward the Achiever player type can be catered for &#8211; one simple way would be to make scoring equivalent to kills, with kills being reset to zero if a player is killed. Maybe also taking the killed player out of the game for a short time, and broadcasting their humiliation clearly to the other remaining players would help enhance the need to feel superior (at least for those that were winning).</p>
<p>Another less ethical proposal is to create the Griefer game as an &#8216;overlay&#8217; or &#8216;meta-game&#8217; on top of some other legitimate game or activity that does not explicitly include the G/Killers as an accepted participant. As outsiders to a larger group of players with different goals, the G/Killers would have a fresh stream of hosts to parasitize, as long as they do not become too dominant and kill the game entirely. One example may be organised groups that make a game of trolling Slashdot, such as the obscure, possibly defunct, GNAA organisation ( <a href="http://web.archive.org/web/20040805015319/http://www.gnaa.us/">http://web.archive.org/web/20040805015319/http://www.gnaa.us/</a> , NSFW, depending where you work ). Bartle also notes that, on the whole, the game played by a G/Killer is a solo pursuit. In this proposed griefing/trolling meta-game, G/Killers with some tendency toward socialization would probably have more fun, since they can chat and brag about exploits, further fulfilling their need for feeling superior to other players.</p>
<p>I had a quick look at the <em>Game Design Concepts</em> course forums and noticed that Matthew Johnson has come up with a similar type of idea, using existing forums or social networks designed for other purposes as the backdrop for a &#8216;trollish&#8217; game. A significant difference (both ethically and with respect to catering to the targeted player type) is that in his design concept all players appear to be willing participants &#8211; see his &#8220;<a href="http://gamedesignconcepts.aceboard.com/336227-5298-0-Level-Challenge-Blue-Square.htm">Facebook Diplomacy</a>&#8220;.</p>
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