Social Dilema

Choices players need to make that either set their own individual gains against each others or against the gains of a social group they belong to.

Choices players need to make that either set their own individual gains against each others or against the gains of a social group they belong to.

Does your game provide a situation which an individual game profit from being selfish?

Do players have a freedom of choice which can lead to a reward? Do your rewards outweigh any penalties incurred? Are there any risk/reward situations?

Team

Players come together to form a group or team where they may coordinate their actions in order to reach a mutual goal.

Players in a group or a team coordinate their actions, abilities, and roles in order to reach a common goal.

Does your game have the ability to organise players into groups and provide them mutual goals?

How do your players work together, are you providing mutual goals? Giving players different abilities can motivate them to work together to achieve their goals.

Trading

Resources, abilities or other game elements are exchanged between players, either between each other or the system.

Players exchange some kind of Resource, be it information, actions, or game elements, between each other or the game system.

Are their resources of some kind which can be exchanged between players or the game?

What kind of resources can be traded, is there an exchange value? You can motivate trading behaviours by using an asymmetrical distribution reward, stimulating players to trade with each other.

Transfer of Ownership

During play, a player can transfer ownership of an item, action or ability to another player.

During play a player can transfer ownership of an item, action or ability to another player.

Does you game have elements such as resources or abilities which can change ownership?

How is the state of ownership of game elements controlled? Does the system control owenership; controlled rewards, resources acquisitions etc; do players trade between each other; or a hybrid between the two.

Role reversal

The transfer between two different roles, which are opposite to each other within the game.

The shift between two different roles which are each others opposite.

Does your game allow players to shift between characters or roles?

Could players experience a situation from another player or characters perspective? What benefits does this provide? Are there any risk/reward factors involved?

Roleplay

Gameplay where players take on the goals and behaviours of fictional characters.

Gameplay where players take on the goals and behaviors of fictional agents.

Does you game have characters, can some of the characters be controlled by the player?

Do you provide your players the ability to tell stories? When players assume the role of characters they become part of the narrative, how could it unfold or better, how could players tell their own in-game story?

Shared Resources

Resources which can be accessed by some or all players.

The players, or some of the players, have at least potential access to the same resources.

What game elements, such as resources or abilities can be shared within your game?

Who will have access and what are the methods for obtaining these rewards? Shared rewards may give rise to player exploration or race type goals within the possibility of cooperative behaviour emerging.

Shared Rewards

The players who were involved in completing a goal are given a share of the reward.

The players who were involved in some way in reaching a goal in the game share the reward.

Does your game have mutual goals or any forms of collaboration?

How can a reward be shared among all players involved? Would you use an automatic distribution, player-decided system, or possibly a hybrid between the two?

Mutual Goals

Goals that are shared between two or more players during play.

Goals that are shared between two or more players during play.

Can your players benefit from completing goals together, does your game provide share rewards?

Is there a way player can create an alliance in order to achieve certain goals? Mutual goals give rise to player alliances, they do not have to be declared then can also be secretive.

Narrative

An underlying story within the game which often players unfold as they play.

Games often build on the players unfolding an underlying story within the Game World.

Does your game have characters with goals?

Do you have irreversible actions in your game? This will allow your narrative to move forward, you could also use cutscenes to control the flow of the narrative.