Friendship Game Design - Summary + Notes

I recently watched a talk from the Game Developers Conference in 2018, and the title says it all: "Game Design Patterns for Building Friendships". The speaker (Daniel Cook, Chief Creative Office of Spry Fox) is a game designer with a focus on making happiness. His talk hits on meaningful relationships, friendships in particular.

Build-in friendship leveling from the start

There's def a lot to pull here for the Relational Operating System we've been talking about, and Buzzard generally. So, here's a mashup of excerpts (screenshots) and summary from the talk, and some notes from yours truly.

Ok, so the basic overview is there are 4 laws of #friendship formation:

The 4 Laws of Friendship

I think another way of visualizing this is a pyramid, kind of like a hierarchy of needs sort of thing, or the food pyramid. Here's another take at the 4 laws of friendship, pyramid-style

Friendship formation hierarchy of needs pyramid

With this visualization, it's more clear that proximity is foundational, and something plentiful. In friendship game design, proximity is a must--after all, you can't be friends with someone if you can't interact with them. All the way up to disclosure, which really seals the friendship deal, but isn't necessary in all friendship endeavors. One way of thinking about this is, disclosure from the get-go isn't typically a great social dynamic to gamify. But used at the right time, in the right way, helps solidify a friendship.

So let's explore Daniel's friendship deign by starting at the base of the pyramid and working our way up.

Proximity

Proximity, or propinquity in social psychology, refers to nearness to another person. In order to maximize serendipity, this social distance needs to be accounted for, and in friendship games, we want repeat serendipity interactions.

Interestingly, this is where we start getting into logistics and math (the talk is not very technical, however)--there's plenty of details that I won't share here, but suffice to say, this stuff is definitely programmable. Much of the math has to do with density of people, and interactions.

Essentially, designing different games or features that drive changes in density: want large scale, intense density for a short period? Create an event. Want repeat encounters over a longer period of time in a relaxed setting? Create an offline community or daily challenges.

My take away here is: think about people in terms of flow, movement. A game based on friendship-design will move folks through a system and adjust proximity as necessary to hold a certain density of interaction.

Also, proximity and repeat serendipity help to build a persistent identity; it's critical to give people repeat opportunities to show up and interact.

Additional proximity thoughts

There's a few proximity things to watch out for, aka anti-patterns

Some proximity patterns to explore for friendship design

Similarity

Succinctly described as the perception of shared cultural norms. The goal here is to use the fact that people gravitate towards people like themselves. This is because there's a lower cost of social negotiation when people are like us.

Be careful though! Too much reliance on continuously funneling people towards folks who are similar can result in an anti-pattern of something equivalent to xenophobia or nationalism. Don't want to create too much of a closed feedback loop, where an in-group is continuously feeding itself without outside influx of interaction.

Tools that use similarity in game design allow us to create positive, fictional, identities (I'm curious how we'll lean into the fictional side of things, I think a fair amount). For example:

Reciprocity

Reciprocity has a lot to do with building trust through shared social norms. Take the context of similarity and layer on top: making a friendly offer and giving a positive response. Each time this happens - and it can be the most subtle (IRL - acknowledging someone with a wave, or nod, in passing and receiving a response), trust is built.

This building of trust is slow going, but with the right game play should be fun--at least in part. There's a fair amount of vulnerability when you're not sure what the social norms are, which means that participating on either side of reciprocity (the initiating or responding) can be challenging. And when trust is broken, and the social norms are broken, trust can be quickly lost. (This participation is akin to disclosure, see below; when disclosing oneself and rejected, this is when trust crashes quickly)

The slow build of trust, and its quick fall

Something here excites me: the inherent risk of developing social norms, relationships, building trust. There's a dialectic here: taking risk and engaging in socially normative behavior, through this combo, there's an emergence of trust and friendship.

Tools and key aspects of reciprocity

Anti-patterns: what to be wary of with reciprocity

There are reciprocation tools (screenshot below) that the speaker warns we should be careful with using, very intentional about how we use these tools. Lest we end up driving engagement because it looks good to have metrics rising (aka all social media tools now)--it's not only about engagement but healthy engagement

Be careful using these friendship tools in game design

My main take away for reciprocity: design a protocol that intentionally levels up friendships, increasingly builds trust over time, and allows people to learn and grow at a comfortable pace.

Disclosure

Disclosure is at the top of the pyramid because it's intense! There's typically a need to build up some trust before disclosing vulnerable information. But the name of the friendship game is just that: revealing weaknesses creates the strongest bonds.

This is that same dialectic I mentioned earlier: share vulnerability about self and hope that you'll be accepted within the social norms that you've navigated so far. What can emerge here is growth and friendship.

Recicropcation & disclosure loops 3 levels of Friendship Trust

Disclosing too much, too early, or too often, kills friendships. This means trust is lost and has to be regained. So building in disclosure over time is a good idea. As is giving people small, private arenas for disclosure - sharing something intimate shouldn't be required to the entire group at-large.

Another anti-pattern with disclosure is revealing too much too soon. Without finding common ground, this can trigger a kind of fear-based reaction. So need to have a leveling-in of disclosure as people progress through friendship levels (see the following section on levelling in) Revealing too much too early; pre-mature disclosure

What I like about the pyramid is that each level integrates the levels below it. So when we're talking about disclosure we're really talking about how friendship is the product of proximity, similarity, reciprocity and finally disclosure. Can't jump to disclosure without the early stages. In this sense, it's very developmental in nature.

Let's take a broader look now at the concept of friendship leveling-in

I think that the image below is pretty self-explanatory. There's different levels of friendship from solitary play to friends. Along these levels, friends work their way up the friendship laws from the bottom of the pyramid to the top.

Progressive friendship levels

The image below gets at the game features or focus of game play that should happen along side the levels of friendship--a kind of "intimacy leveling-in". Good caveat that real friends, people you know prior to engaging in the game, they get to skip some steps. This makes intuitive sense.

Friendship levels & game features Real friends get to skip all the in between levels

And last but not least - looking at the 4 laws of friendship and the different levels of friendship. Again, there's a developmental, or growth, lens to view friendship with. It's something that builds over time.

Look at the 4 Friendship Laws agains the levels of friendship