I was just looking over the HONOR system in League of Legends. I've never played it. But, the concepts intrigue me.
It was covered at the BBC here; http://www.bbc.co.uk/news/technology-20204354
"To curb the worst excesses, LoL maker Riot Games asked social scientists and statisticians to design an in-game system that rewards fair play."
It seems like peer review, where the weight of strangers is higher than that of friends. I believe the design of rewards, are probably the most important aspect of multi-player game design. I tend to opt out of public chat channels, and favor those dedicated to reasonable and relevant discussion.
I'm wary of random public ad-hoc groups - in that it tends to result in people exhibiting the minimal amount of effort and coordination, and expecting the maximal reward. We have all experienced some of the worst group behavior when you couple internet anonymity with a lack of social cohesion and consequences.
Anyway, Kudos to Riot Games for this. And, maybe they'll also think about ways to encourage more positive social interactions in their games as well. Maybe other game designers will begin to think about more complex psychological aspects of interaction design in multi-player games. In my experiences in many MMORPG's it's been more like Lord of the Flies.
It was covered at the BBC here; http://www.bbc.co.uk/news/technology-20204354
"To curb the worst excesses, LoL maker Riot Games asked social scientists and statisticians to design an in-game system that rewards fair play."
It seems like peer review, where the weight of strangers is higher than that of friends. I believe the design of rewards, are probably the most important aspect of multi-player game design. I tend to opt out of public chat channels, and favor those dedicated to reasonable and relevant discussion.
I'm wary of random public ad-hoc groups - in that it tends to result in people exhibiting the minimal amount of effort and coordination, and expecting the maximal reward. We have all experienced some of the worst group behavior when you couple internet anonymity with a lack of social cohesion and consequences.
Anyway, Kudos to Riot Games for this. And, maybe they'll also think about ways to encourage more positive social interactions in their games as well. Maybe other game designers will begin to think about more complex psychological aspects of interaction design in multi-player games. In my experiences in many MMORPG's it's been more like Lord of the Flies.