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Member Since 20 May 2013
Offline Last Active Jun 01 2013 11:48 PM

Posts I've Made

In Topic: How to balance freedom of expression & abuse in games?

23 May 2013 - 01:06 AM

@plethora - thank for the tip, this is an interesting direction that can do the job, the only minus to that is that it happens after the abuse was made. I'm trying to thing also in the direction of creating the conditions in which the wanting to abuse won't arise as much in the first place.


@Swiftcoder - I agree with you on the restriction on Journey, it was an example to show a good experience with strangers...

I won't be going this direction of constraining though.

WAY is less constrained, since there are more communication options in the game play, mainly through gestures.

I don't really know of free communication as part of the core game play (chat/skype in games like MMO's are a supportive channel, not the main thing).

Can it be that allowing free conversation as the main gameplay is a big NO-NO? otherwise, why it hasn't been done yet (as far as I know).

A free conversation is one the peaks of human experience - can it be put in a game?

In card games there are examples of great design for freedom without abusing ("Once upon a time" is a great example) - but in the digital realm I don't know of any.

Draw Something is the closest I know - and it's communicating with drawings, not text...

In Topic: How to balance freedom of expression & abuse in games?

22 May 2013 - 02:59 PM

Thanks for the great replies!


@YrjoP - I like the idea of the performance based match making, but isn't it more effective on the long run, after the player has been playing a while?

I totally agree with you that I don't want to prevent anything, more to design an environment in which people can feel comfortable and engaged enough to just play without thinking to much on how to cheat or abuse the system.

As for matching asymmetrically - do you have an example or reference? I'd love to see how it manifests... 


@swiftcoder - I agree with you that playing against your friends is much easier than to play the rest of the world. Still - don't you think that playing with strangers has a lot of advantages as well?

I want to believe that the abuse option is a risk factor that needs to be carefully addressed and designed. Playing games like "Way" or "Journey" is a good example in that manner.


@japro - this is a great example! that's why I'm looking more into the psychological direction, rather designing some rigid constraining feature that will cost a lot and won't hold long.


In short, I believe it can be done, when less focusing on building constraints, and more focusing on allowing the right conditions...