The Trust Spectrum

March 17, 2018
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Today I want to share with you a design framework that I’ve been working on for a couple of years now with a team at Google’s Advanced Technology and Projects (ATAP) group, led by Aaron Cammarata. We call it “The Trust Spectrum,” and it’s a practical design lens for designing multiplayer games, particularly ones involving co-operative play.

Background

Aaron led the charge on this project; he formed a group devoted to games that could enhance social connection, and asked me to help out on the game design mechanics side of things. He spent several months reading deeply into psychology and sociology to learn what the latest science said about human connections and social behavior.

In Aaron’s research on social structures, a few things popped out rather quickly.

 

  1. Play is fundamentally social. Science used to believe that the reason play existed across the entire mammal kingdom was because it served as a form of practice for skills. But it turns out that if you separate and prevent tiger cubs, say, from playing, they grow up quite able to hunt, fight, stalk, and so on (this is from a study by Tim Caro cited in Play: How it Shapes the Brain). They pick up these skills in other ways. What they don’t learn to do — and can never learn — is how to get along with others of their kind. (This doesn’t mean that play doesn’t help skill-building; there’s plenty of science on that too). Play is fundamental to learning social skills, and social skills are a key survival trait because they are an evolutionary benefit; teams working together can accomplish things that individuals working alone cannot.

  2. Humans have a pattern to their social relationships. Simply put, it falls into a pyramid: around 5 really intimate friends, 15 that are less so, around 50 that are more distant, and then an average total of around 150 social connections. This 150 figure is known as Dunbar’s Number, and to be clear, there’s a lot more nuance to it than “you can only have 150 friends.” (Christopher Allen has some excellent writing on misapprehensions of what Dunbar’s Number means, and I’ve discussed social graphing several times on my blog). This kind of increasing intimacy has been found by Dunbar himself in a large study of tens of millions of phone records; and also by those studying games, such as Nick Yee and Nic Ducheneaut in their examinations of guild subgroups in World of Warcraft.

  3. The variable here is trust. Human relationships progress through a set of stages which are pretty well understood. We start out tentative, trying to see what we have in common, then we gradually start relying on one another, and eventually come to trust one another. This is called “Social Penetration Theory,” by the way, and comes from actual experimental data. One thing that the data showed is that high trust doesn’t necessarily mean high trust in every facet of a life. Which leads to the fourth point:

  4. Trust is domain-specific. Just because you implicitly trust your trapeze partner with your life doesn’t mean you trust them with, say, your finances. Social Penetration Theory uses the words “breadth” and “depth” to refer to the spread of domains in which you might have trust versus the degree of trust you might have. It’s a mistake to assume that we might build a game that requires incredibly high trust in your teammates, and that therefore the players of the game will come to trust one another with, say, their children’s well-being. (In fact, a huge portion of the social mechanics that I curated into my talk of that title are in fact ways of dealing with a lack of domain trust).

I’ve written about trust at great length on my blog before. Most of it, however, was focused on the dynamics of large groups, the sorts of structures that emerge when trust is absent. The Trust Spectrum is about the opposite: it’s about trusted groups, and how you design for them.

Why? Because there’s a critical fifth finding, one that sits uncomfortably with the way we live our modern lives:

 

Virtual social bonds evolve from the fictional towards real social bonds. If you have good community ties, they will be out-of-character ties, not in-character ties. In other words, friendships will migrate right out of your world into email, real-life gatherings, etc.

-Koster’s Theorem

 

Now, I’ve worked for my whole adult life with online communities, and I know that deep trusting relationships definitely do form online. But they also, as is even enshrined in the Laws of Online World Design, migrate out from the virtual setting to the personal (it’s even called “Koster’s Theorem,” and no, it wasn’t me who named it). There are plenty of studies on this going back quite a ways. We’ve seen countless guilds start to have real life weddings, in person gatherings, and much more. You can climb the ladder of trust remotely, but to get to the most trusted relationships, and keep them alive, you need to meet in person.

OK, so how do we turn this into useful design rules?

As we were nearing the end of my time working with Google, Dan Cook published an article on Lost Garden (and later again on Gamasutra) that was the output of a workgroup at Project Horseshoe. It has enormous overlap with what you’re reading, uses many of the same scientific sources, and is very complementary — I highly recommend reading it. Even though Dan and I talk game design when we can and often say very similar things, we didn’t communicate at all on this topic! Dan’s checklist for “Game design patterns for building friendships” looks like this:

  • Proximity: Put players in serendipitous situations where they

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