Saturday, October 24, 2015

Sharing the Digital Wealth

My most recent experiences with team production, peculiarly enough, manifests itself inside the world of online video games, in both gritty first-person shooters (FPSs) and the fantasy realms of massively multiplayer role-playing games (MMORPGs). The cooperative scenarios experienced through LED screens exhibit many of the conditions for when gift-exchange happens or doesn't happen as detailed in Jonathan Haidt's "How to Get the Rich to Share the Marbles."

In World of Warcraft, perhaps one of the most famous titles of the MMORPG genre, often presents dungeons and boss monsters that are more difficult  (or in the case of raids, which are gigantic bosses designed for even more players than usual, impossible) to solo. Cooperation is a requirement for progression to a conclusion, with the exception of heavily invested players. The rewards of clearing a dungeon or slaying a monster include in-game currency and loot, which ranges from healing items to armors and weapons. There are predesignated loot, items and currency which are scripted to drop every time, and random loot, often referred to as rare drops due to being procured by a random number generator and not being guaranteed. As these dungeons are exponentially more difficult without cooperation, party members will almost always distribute predesignated loot evenly. However, this is not always the case with extremely rare drops (a tier of rarity that may be described as "legendary")-- the sense of randomness dissipates most feelings of collaboration, as it was not an explicit reward for cooperation. Even so, many rare drops are also distributed, especially when the dropped item is unusable by the player's class, perhaps because the difficulty of the content elicits gratitude to the party when the drop is not extremely valuable.

Alternatively, in Elsword, a side scrolling "beat 'em up" MMORPG, reveals a different distribution of rewards. Characteristic to beat 'em up games, the content of dungeons are rarely challenging, as monsters are usually designed as time-wasting obstacles rather than threats capable of dispatching a player that is at least half aware of his surroundings. Cooperation in parties is geared towards saving time rather than a successful venture. Players do not feel indebted to each other despite the time saved, and gift exchange is nonexistent.

In Killing Floor, a cooperative FPS, players take on the role of soldiers and police officers to dispatch hordes of zombie-like specimens from a mass cloning experiment gone wrong. Kills and successfully surviving through a wave grants players money, which can be used at an arms shop that becomes available for a minute in between waves. While players are allowed to respawn after a wave (assuming the entire team is not wiped out), they fall behind extremely quickly in terms of funds as they stop earning money upon death, miss out on the wave clear bonus, and lose much of their previous equipment. As subsequent waves scale in difficulty, failure to redistribute the wealth often results in the entire party being wiped out. This is a slightly modified scenario of team production and reward distribution, as it is a continuous cycle and there is an implicit understanding that redistributing rewards after every "payout" will increase the likelihood that the entire venture succeeds. However, there are situations where the cycle exists, but dependence on cooperation is absent. There are a fairly large proportion of experienced players throughout the game that are capable of clearing every wave without the help of his/her team. Eliminating the need of the team eliminates any responsibility towards it, so while the players may be cooperating to lighten the work, one or more players are not dependent on the contribution of the rest. In these team compositions, two scenarios may arise. Certain veterans may be extremely altruistic-- once acquiring their necessary equipment, they will distribute every last pound (the game is based in London) to their less fortunate teammates. On the other hand, some veterans will treat the rest of the players as if they did not exist. The most telling determinant for how these specific players may act towards their team is how "helpful" they might be. While the content is not difficult for them, players are often appreciative of those who follow directions, such as holding a position that lightens their workload. "Helpful" may also simply be staying out of the player's way-- understanding of AI behavior allows veterans to easily dispatch specimen, and interference from a less insightful player may kill the two of them. When these players are not angered by the actions of his/her teammates, they typically distribute their wealth as to make the entire game enjoyable for everyone.

In my experience, when every player feels that the venture's success was largely dependent on the collaborative efforts of the team, gift-exchange is common. However, there was an additional condition that was key to how all spoils were shared: the varying degree of reliance players experience upon each other within parties, within games, and across games. This condition, in turn, was determined by the difficulty of in-game content and how talented/experienced a party member was. When the team worked through rather easy tasks or when one player contributes a majority of the work, there is a significantly less chance that rewards are equally distributed. When the work was challenging or the skills, talents, and efforts of every player was relatively equal, players are more likely to redistribute rewards. Within the realms of online gaming, cooperation is not always treated like collaboration. Acknowledgement of the contributions of teammates is heavily dependent on the judgement, biases, and experiences of each player involved. When some players determine another's contributions to be unworthy, they deny their efforts as collaboration and deny the need to reapportion the spoils.

2 comments:

  1. Let me comment on the economics first, then on how you explained the particular examples.

    Note that in the Haidt piece the experiments reported on were one-shot and then the game was over. In the games that you've written about there are dynamic elements where play in the past influences how play in the future occurs. Might the conclusions about sharing be different in a dynamic context than they are in a one-shot context? Note that in the one-shot game the entire motivation to give has to be appreciation of the efforts of the other kid. In contrast, in a dynamic game the future play of the others playing the game could depend on past sharing. Is it correct to lump those cases together as one and the same thing.

    Now on the writing/explaining, while I've heard of World of Warcraft I know nothing of these games. In this sense you are writing as an insider to somebody who is an outsider. I thought you might benefit from fewer examples, but then much more clearly explaining why features of the game brought about cooperation or not. In what case you talked about saving time only. But I have no sense of what saving time does for a player. So without explaining why saving time doesn't matter so much, I found the argument unpersuasive, even if it is correct. I'm not in a position to determine whether the argument is correct or not.

    This is not easy to write for a generalist when you are an insider. But if you use games again as examples in future posts, you should be much more focused on "why" when you make claims about what is going on. It is the only way a generalist might understand the points being made.

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  2. I mentioned how, within the last game, Killing Floor, that most games were not one-shot. I do not think it would be accurate to compare the ten round game that is typical of Killing Floor to the one-shot marble games as mentioned by the Haidt article, as sharing is likely influenced by an incentive of future profit and not altruistic reasons. However, my purpose of mentioning the ten round game was to contrast it from the uncommon (but not exactly rare) case that one player is significantly more leveled and experienced than the others. His/her success is not tied to the rest of the team, and the outcome of future rounds would be the same whether this particular player redistributed earnings or not. I was attempting to illustrate a scenario where the confounding incentives introduced by a multiple round game are ineffective, effectively likening the conditions to that of a one-shot game. I then pointed out the motivation for these veteran players to redistribute their earnings each round was an appreciation for the cooperation of the others in the previous round, typically being the coordination of directions.

    About better world building and lowering the number of examples, looking back, I agree wholeheartedly. It probably would have been best to focus on Elsword and World of Warcraft. I forgot to explain why might Elsword's content be considered "less challenging." In World of Warcraft, there are specific party roles, such as the healer, the ranged support, the mage, and the tank (player with high defensive and health stats, meant to lure monsters away from the frail support members). In Elsword's beat 'em up genre, these roles are entirely absent. Relative to the former game, Elsword does not require coordination to overcome obstacles, but rather encourages players to indiscriminately hack away at monsters. I also neglected to mention the process of forming parties in both Elsword and World of Warcraft (and why this creates another quasi one-shot scenario as in Killing Floor). While it is common to find friends to consistently party together, most of my experience was joining parties formed by strangers. In World of Warcraft, I would ask around for an invite to a party, or invite them myself. In Elsword, there is a system that randomly matches players to each other. Within the massive populations, it was improbable that you would come across the same player frequently. Thus, a sort of artificial one-shot exists for players that do not form lasting party arrangements. This also leads into why saving time, by itself, is not very important to Elsword players. While playing in a party saves time when compared to a solo venture, saving time is expected when one joins a party. In this perspective, randomly matched players are apathetic to each other. With undemanding content, they see each other as replaceable. And the random matching system grants such replacements effortlessly. Players are unappreciative of each other's contributions, as your skill set can be easily swapped out. Meanwhile, in World of Warcraft, success is not so guaranteed. Players must go beyond cooperating: they must coordinate. With this emphasis on teamwork and the fruit hung higher, leads to party members being more appreciative of the skills and contributions of their teammates.

    Perhaps I should have drawn a more distinct line between cooperation and collaboration/coordination in my conclusion. While every game places players in a scenario that they must cooperate in to reach an end, it is coordination that elicits appreciation for one's team. The marble game did not have this intricacy, cooperating being the equivalent to coordinating. When it comes to coordination, Elsword is similar to the marble game with separated ropes; World of Warcraft is similar to the first marble game with one rope.

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