"The Honor feature was inspired by research on feedback loops and the psychology of learning," Jeffrey Lin, Lead Designer of Social Systems at Riot, told me when I asked him about the psychological roots of the system. "One pillar of this research suggests that speed and clarity of feedback are catalysts that can really shape behaviors."
What is clear, though, is that a combination of rewards and punishments can be pretty darn effective, so it's nice to see companies like Riot using the stick, the carrot, and whatever else it can get ahold of. Plus, it changes the scorecard to make clear that winning a match isn't everything that matters. Having a good experience is why we play games. As Jeffrey Lin at Riot explained it: Consider a player that just had a poor game--everyone (including him!) knew that he was the worst player on the team. He's feeling a bit down and is considering whether to play another match at all after such a terrible performance. Suddenly, he gets a pop-up after he leaves the game that says, "Hey, 2 of your teammates thought you were really friendly and 1 of your teammates thought you were a great teammate."
That moment changes everything. Yes, you were the worst and your team lost, but it's OK. Without the system, this player might have just logged off with a bitter taste in his mouth. Now, we've nudged the negative experience into more positive territory.
| David OConnor |
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Good article and very interesting topic, with gaming and real-world applications... thank you for sharing!
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| Sara Casen |
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Great article, good job!
I would love to see a post by Riot explaining the results of their Honor-system. When I started playing LoL things were more hostile and unforgiving than today. Now it's almost rare to be tautened and yelled at, even if you try out a new hero and play a bad match. |
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| Axel Cholewa |
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Very interesting article!
The whole punishment-reward discussion depends on what you want to achieve. Learning in school, for example, is actually affected by neither. Neutral feedback is much more important than positive or negative feedback (google John Hattie, he's done a big huge study on this topic). The random or variable feedback also has the advantage that kids don't get used to rewards for good behaviour. If kids are rewarded for each good thing they do, e. g. picking up a eky an old lady let fall to the ground, they grow up to pretty selfish adults who do things only for a reward. |
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| Maciej Bacal |
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DOTA2 does the same thing. Looks like this is becoming a standard.
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| Robert Swift |
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I am missing the aspect of other positive consequences the system should have for the honorable player. If you just get a popup and a honor badge and nothing else changes, then it will probably become meaningless pretty quick. And people will stop caring. But if for example it will be easier for you to find good team partners or if you are treated better in game you will actually care. Otherwise it's too easy for the player to think "yeah yeah, I know, u want me to behave nicely, but I don't give a sh**".
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| Maria Jayne |
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Probably a good thing for LoL, although it irks me players need rewarding for not being Jerks. I understand there are people that benefit from such incentive but it seems more like an excuse to be a Jerk somewhere else than a lesson in why you should never be a Jerk.
I guess I prefer incentives that punish poor behavior than rewards for avoiding such behavior. This is because I'm thinking more about alternative or future games and the incessant need for developers to copy each other at throwing rewards out such as achievements for everything purely to pat people on the back. Maybe being rewarded for being decent human beings is the answer, maybe it becomes a crutch and excuse when people don't need to. |
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| David Paris |
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Interestingly, the prior system ( report / Tribunal ) actually led to a very negative environment. Because you could be reported ( and potentially punished ) by anyone, the end of most games became a big spam-filled hatefest as people busily lobbied to make sure there was always a chosen 'report target' to receive the reports on any loss. The net result, in my opinion, was an environment significantly more negative than the one before it.
Honor was a nice concept, but quickly proved to be worth very little. It is still a step in the right direction ( encouraging positive behavior by default, incentivizing people a bit to not just be hatemongers every game ), but the fact that it was quickly shown to lead to nothing, and awarded for the wrong reasons, made it quickly irrelevent. Here's an easy example. Let's say I play the game in the 'jungle' role where I will interact with every lane early on. I could chose to play the same game extremely selflessly, making sure my teammates get the kills, sacrifice myself to save them when appropriate, and work to make sure they are strong and winning. My endgame stats will be mediocre ( few kills, some deaths, many assists). Alternately, I can play the same game as 'jungle' in an extremely selfish role, taking every kill for myself, and only going places where I can easily crush already beaten enemies. I won't necessarily be quite as likely to win, but when I do win my endgame stats will look great ( many kills, few deaths, few assists ). The second game is vastly more likely to net me Honor points than the first. |
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| Kevin Bender |
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I haven't been around this game long, but there are still plenty of toxic players to be found... I generally only enjoy this game if i can play with a friend... otherwise it can quickly turn it to 2 or 3 ppl all blaming and raging at one person the entire game after they make a single mistake. At least with a friend you have someone to defend you/ laugh with you at how immature your teammates are. Some people have no idea how to loose gracefully.
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| Wylie Garvin |
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Apparently, in StarCraft 2, a losing player routinely types "gg" (good game) as a way to acknowledge defeat (and show respect for their opponent's skill) at the end of the game. In many other multiplayer games it is good etiquette is to say "gg" after a game, but StarCraft is the only one I've noticed with the convention where it actually means "I surrender, you win". I would like to know how that started: was it a deliberate social engineering effort by Blizzard, or just a tradition that evolved on its own among the players?
In pro StarCraft tournaments this behaviour is reinforced because they automatically recognize the string "gg" as conceding defeat, so the pro players always type this when they lose a game. Those tournaments are watched by many StarCraft players, sometimes tens of thousands of them, so maybe that's how it became the established etiquette. |
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| Brandon Davis |
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Excellent article. Reinforcement schedules can add a lot to game design!
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| Kasan Wright |
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Call of Duty multiplayer could sure benefit from something like this.
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| Leonard Herndon |
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Although I really like where LoL is going with their positive reinforcement, I think they are looking for solutions in the wrong place. It's never fun being bashed for not playing being the best in every match. But I think most of the negative vibes come from player frustration. With a highly competitive community and volatile gameplay model it's easy to think people are being jerks just for the heck of it. If their infrastructure was designed a better to support healthy gameplay, I think it could alleviate some of the negativity.
From the moment a player presses the play button they are committed to 20-30 minutes of gaming. Here is a light summary of a potential LoL game: -- You have the champion select screen. This is where you first meet your teammates. Knowing that it's an online game, you could be paired with anyone from the 12 y/o sociopath (as it seems most gamer kids present themselves nowadays) or the first time newbie. In either case, you now know that it is likely that the next 20-30 minutes of your time will yield an unpleasant result. If you leave the game during the champion select, you are penalized by being banned from joining another game for 30 minutes. Say you make it through the champion select stage and get to the actual game with no personality or communication issues. At this stage their is a chance (i'd say anywhere from 5-10%) that someone of the 10 players will have a computer problem and have to drop out of the game. If that member is on your team, good luck trying to win. No replacement player can be found. No AI bot to take their place. You are just left to play 4v5. Imagine trying to play a basketball or football game when the other team has more players than you. Your team can surrender... but only after 20 minutes has passed. I'm not going to even mention the experience if you encounter a troll on your team. But you now have a choice. Walk away from the game...further dooming the rest of your team, or suffer as you watch the other team wittle your defenses and finally defeating you. If you leave the game... you can't join another one (rightfully so) and most likely will be reported by your teammates. If you decide to stay, are you going to be happy about it? Maybe the first game is not so bad, but by the 4th or 5th game your frustration really starts to build. -- I think if Riot gave the players the ability to reduce frustration it could also have a positive impact on player behavior. I'll give 2 proposed solutions as I don't want to seem like complainer. 1. A Disband team vote in the champion select screen. You can add a 5 minute rejoin penalty to the whole team as it should only be used seriously. 2. If the teams are not even (somebody disconnected or quit) then you should be able to surrender early. But make the surrender vote approved by the other team as well. If the other team are not composed of trolls they will allow the early surrender and you can be on your way. |
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| James Yee |
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You know it's nice that they're doing this but it's still a genre I can't/won't play.
Unlike FPS/MMOs I can't just walk away from a MOBA when my son or daughter is crying. It's 30mins-1hr of CONSTANT gameplay with no breaks. I'm not that kind of gamer anymore. Because of that I can see why folks get very aggressive and pissy since one newb can ruin 30+ Mins of work. Which is yet another reason for me not to go there. Not the most newb friendly of game styles but hey to each their own. *Shrugs* Now lets see if any other games and game types (like MMOs maybe?) will offer an honor system? |
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| Joshua Oreskovich |
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Positive reinforcement is feeding the fire of stupidity if it has no real people consequences. I have played LoL since and while it's interesting my initial reaction is this:
This will be abused/misused and tossed on it's ear. What was interesting is how I felt more amiable to the developers than the players. this is going to be just another backhanded atempt to milk a few more dollars in the confusion of relative use. The reality is no consequences = no positive feedback. Being nice is not in the players favor, back scratching is. Just more poorly concieved psychology, haven't we buried this "positive thinking" malarky yet? |
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| Bart Stewart |
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The concepts being implemented sound pretty close to the recommendations from Robert Axelrod's "iterated Prisoner's Dilemma" research.
Axelrod observed that islands of cooperation can emerge in a stormy sea of advantage-taking as long as enough players independently follow some basic rules: 1. Be nice. Begin interactions by cooperating. 2. Be provocable. If someone takes advantage of you, respond in kind to them next time. 3. Be forgiving. Once you've responded to a provocation, be prepared to go back to cooperating if they do the same. 4. Be measured. The punishment should fit the crime, and not be a massive retaliation. 5. Be clear. Positive and negative reactions should be immediate and unambiguous. To those, I would add a couple: 6. Be recognizable. Anonymity promotes advantage-taking. 7. Be concrete. Rewards and punishments must have tangible effects within the gameworld. Not only do these rules elicit cooperative behavior when players follow them with each other, cooperation is also encouraged when developers follow these rules with players. It seems like the social interaction designers for LoL are following some but not all of these principles. It would be interesting to see what would come from emphasizing more of them. |
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| Christian Henderson |
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Excellent read. I just started getting into LoL recently but I can see where a lot of seasoned veterans of the game would get very frustrated with other players, especially on their own team. In short, I think that the 5v5 (or fewer) model is inherently prone to negative player behavior because every single player and their actions matter significantly when the teams are so small. If even one player is missing or not playing as well as the others, the entire team will feel and notice it. Looking at something like TF2, which is known pretty well for having a positive player community, the teams are usually anywhere between 8 and 12 players each (or even 16 on some servers) which makes each player's failures carry less of an impact.
When there are only a few players to choose from to blame for a defeat, players with the lowest stats will instantly stand out. |
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| Craig Page |
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I only started playing a month ago, but honor points seem unnecessary and meaningless. Especially if you compare the League of Legends players to Starcraft and Xbox Live players.
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