Quote:
Originally Posted by Zileas
We tried this, and it sucked in LoL. It actually causes TEAM snowballing, beacuse this anti-snowball mechanic generally gets distributed across your team. We felt that beacuse we didn't want team snowballing, we didn't want this mechanic. Plus its negative reinforcement, when we could just give a greater positive reinforcement should it be required.
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I'll start by saying that I'm a grad student of educational psychology... so please don't take offense at my pedantic use of jargon (I'll try to keep it to a minimum, but some is, unfortunately, necessary).
With that said, I think the issues being discussed here are especially important to individual, as well as group, gameplay and game enjoyment, and that some appreciation for behavior modification theories is a good place to begin the evaluation of these dynamics.
As the concept has come up I'll spend some time on behavior modification (for purposes of clarity), and I will attempt to pick out some examples of how these behavior modification methods are implemented in LoL.
In the psych field, there's a distinction between reinforcement and punishment, with reinforcement being something that increases the incidence of a behavior, and punishment being something that reduces the incidence of a behavior. On top of that split, there is another split between presenting something, or taking it away. This leaves us with a 2x2 matrix that looks like this:
__________Decrease Behavior__|__Increase Behavior
Presented|_ positive punishment__| __positive reinforcement
Removed|_ negative punishment__|__ negative reinforcement
Positive punishment presents something bad in order to decrease behavior -- think irritating tones, physical abuse, scolding.
LoL: Defeat Screen, announcements regarding your deaths, opponent gains exp/gold upon your death, supercreeps when an inhibitor is smashed, increase opponent's score upon your death, increase your death score upon death, Loss mark from a lost game, Leaver mark for leavers, lack of safety/defense when an allied tower is smashed,...
Negative punishment takes away something good in order to decrease behavior -- think speeding tickets, and being grounded as a kid.
LoL: Lose charges on items upon death, lose playtime upon death, lose map control upon death/retreat, lose playtime upon returning to base, loss of lizard/golem/baron buffs upon death, loss of oracle upon death,...
Positive reinforcement presents something good in order to increase behavior -- think praise, monetary rewards, trophies...
LoL:Gold/exp upon killing enemy, extra gold upon breaking a killing spree (or greater), experience/gold from tower kills, supercreeps from smashing an opponent inhibitor, Victory screen, announcements of your kills and sprees, gain map control from opponent kills or retreats, gain opponent's lizard/golem buffs upon kill, gold gained from assisting kills, increase your score upon kill/assist, Win mark from a victory,...
Negative reinforcement removes something bad in order to increase behavior -- think not having to take an exam on account of good prior grades, removal of scolding when behaving properly, etc.
LoL: Removes playtime (and exp/gold gain) from opponents upon your killing them, removes opponent map control upon killing them/making them retreat, removes opponent buffs upon killing them (but not non-oracle elixirs -- these are just put to no use), removal of supercreeps upon enduring base defense (inhibitors respawn), lack of enemy safety/defense when an opponent's tower is smashed,...
This is by no means an exhaustive list, as the game is very complex and dynamic, and every click and interaction has a means of interacting with this behavior modification model. It's not even my preferred model of establishing an optimally enjoyable system of interaction... but it's a good way to look at things under the right circumstances.
Using this model, we can look at how we want to sculpt the player's experience.
If the player is doing something "bad," and you want to decrease the incidence of that behavior, then you should implement some form of punishment to get them to stop doing it -- either by presenting something bad, or taking away something good.
If, on the other hand, the player is doing something "good," and you want to increase the incidence of that behavior, then you should implement some form of reinforcement in order to get them to do it again -- either by presenting something good, or by taking away something bad.
A lot of the things I listed in my examples are more complicated than fitting nicely into one of the designated boxes, and the implementation of these behavior modification techniques needs to be executed with knowledge of how humans learn (this is where my educational psych comes in).
The first thing that we need to establish is: What is the end goal of our behavior modification (or game design)? Do we want to reward good players? Do we want to punish bad players? Do we want better players? Do we want a more enjoyable gaming experience?
The question above is an important one. I think it's a good place to start because, based upon the answer, it will determine the most effective method of intervention (read as: game design).