[MUD-Dev] On the creation of constructive/social behaviours in online games!
marcdemesel at hotmail.com
Thu May 30 22:58:02 New Zealand Standard Time 2002
I just read "Master's Thesis: The Architechtures of Trust:
Supporting Cooperation in the Computer-Supported Community by Jonas
Heide Smith, University of Copenhagen"
One part I found particularly interesting was the 3 points that have
to be present in your design in order to lay out the framework where
constructive/social behaviour can emerge:
-Repeated interaction: Only when the shadow of the future
influences an encounter does the logic of the Priseners Dilemma
(which says that it is always wiser to chose for the most safe
option and betray your partner so that you can go free or have
mior punishment) change in favour of cooperation. Consequently,the
players must be aware (or think) that the probability of future
interaction is sufficiently large and important so that if someone
is convincingly and publicly labelled as a defector his future
interactions will suffer.
-Interaction history: Information on previous interaction must be
available. (Gosip serves this purpose well)
-Persistent, distinct identities: In order for the above to be
possible players must be able to recognize one another. For humans
and animals, this typically means devoting a section of the brain
to facial recognition.
The thesis can be found here:
MUD-Dev mailing list
MUD-Dev at kanga.nu
More information about the MUD-Dev