Games Can Make You Trust

Greg Tito

PR for Dungeons & Dragons
Sep 29, 2005
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Games Can Make You Trust



An independent game designer believes that games should use the concept of player's trust as a mechanic.

Dr. Chris Hazard is a smart guy. He recently earned a PhD in computer science at North Carolina State University, but he's also keenly interested in economics and game design. As a founder of Hazardous Software, Dr. Hazard worked on the time-travel game called Achron, but the dissertation that Dr. Hazard wrote to earn his PhD was all about "trust." At his panel at the East Coast Games Conference this morning, Dr. Hazard showed a series of graphs that displayed players' "intertemporal discount factor" or how much players are willing to delay success. Not only was Dr. Hazard interested in why players trust certain characters, but he wants to quantify how much players trust in games so that designers can really start to incorporate it into game design because it is a compelling part of the human experience that has yet to be fully explored in the medium.

"Can you guys think of any games that a really good examples of trust?" he asked his friends before the talk. "There's some things in Heavy Rain, there's some games that play with that, but I still struggle with finding a game that is both popular and people know that really hammers on the points I'm making about trust."

What Dr. Hazard wants to see is a game that uses the mathematical computation that he discovered for his dissertation to quantify how players build trust. All of his work is based on research, such as the concept that trust is built through the three concepts of homophily, embedding and corroboration. Homophily means that you're more likely to trust someone who comes from your hometown, or has the same background as you. Embedding is the idea that you trust people who you've been in the shit with and survived, like an adventuring party. And corroboration means that you trust something someone says if it can be backed up by other people. All of these are fertile areas to explore in games.

"When you look at games and you look at the characters that you're supposed to trust, you might say that good guy is really a bad guy," Dr. Hazard said. "Games aren't very secretive about that, usually. Yeah, you might find games that really tricked you - oh this bad guy just came out of the woodwork - but a lot of times it's quite obvious."

To be honest, most of Dr. Hazard's presentation involved complicated formulas and graphs that went over my head but that doesn't mean his work isn't valid. It just might not be for me. I mean, it's important for game designers to think about reputation and trust empirically so that it can be programmed into an AI, but for players it's more about a gut feeling. Dr. Hazard concentrated on the former, but I wonder if the focus should be on the latter.

In other words, I don't trust a formula that attempts to model a basic human emotion like "trust." If we could do that, then I'd like to know what the formula is for love. Or greed. Or both.

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rsvp42

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Jan 15, 2010
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His name is Dr. Hazard, but he's not wearing the requisite evil lab coat and goggles...

As for your last point, I'd say I agree. Writing characters that you can trust is an art, but I do think understanding the numbers behind it all can help. What elements increase trusting behavior, what decreases it, how can we pace the experience to encourage trust, test it, etc. I wouldn't write a character based on charts and graphs, but using them to understand that character can be illuminating.
 

DTWolfwood

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Oct 20, 2009
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i dont much see what harm this could have.

I mean we already have arbitrary morality systems. y not try something new.
 

theriddlen

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Apr 6, 2010
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Greg Tito said:
If we could do that, then I'd like to know what the formula is for love.
I don't know what's the formula for love, but here's the formula for alcohol:
 

Voodoomancer

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Jun 8, 2009
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Hey, trust in games, that's probably an interesting article, I wondwait is that man named Dr. Hazard holy damn awesome!
 

Sir Prize

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Dec 29, 2009
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The wa he has worked out trust is actually pretty good. We are more likely to trust a person we have known longer, we arealso more likely to trust what a person says if they have someone backing them up. The first will vary, but again it makes sense.

Sure having a formula for emotions sounds a little...cold but I'd question if trust is an emotion. Isn't it more of a quality?

OT: Trust in games would be a nice touch, just because it would be interesting to see how it's excuted.
 

Lucane

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Mar 24, 2008
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I don't really understand where he's going with this.

Does he mean people are a little non-trusting of party members and/or NPCs in general in Campaign/Story/Solo Mode? Cause I gotta say it's rare for a team member(s) of RPGs Action/Adventure and Side scrollers to bother giving you a traitor(Wouldn't be a surprise if it happened every time.) They usually give clues to the player in foreshadowing that the Protagonist(s) may(not) see/hear I thought it'd be more Co-op based trust related. (I like to know I could trust someone not to shot me in the back in the 1st 10 minutes of joining a new room/match.) Actually a possible Rating/Flag on characters names when the match starts ranging in different colors for resent issues of team killing would be nice.

Nothing: For zero issues.
Green: For maybe 1-5 TKs in the past hour of game-play(time) with it lasting for 30 minutes.

Yellow:For 3-4 TKs in 15 minutes with it also lasting 30 min.

Orange:For 6-10 TKs in 15 minutes lasting for a hour.

Red:For 2 TKs in the 1st five minutes of a match or for 10 TKs in 30min. - 1hour
With Earning Red branding you for 3 hours then 12 to 24 finally with 48hours at a time. You need to remain out of the red for a 48 hour period to down grade the next possible Red flag timer.
 

higgs20

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Feb 16, 2010
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far cry 2 had an element of that for me, I'd gone through a ton of shit with that Irish fella, he'd dragged me up from the dirt, I'd eased his pain at the expense of my own health kits, we had a good thing going....then he betrayed me (for reasons I really can't remember) and I was forced to shoot him in the face.
 

Orcus The Ultimate

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Nov 22, 2009
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The idea here is to blur the boundaries between reality and virtuality, so instead of trusting your game character, they should think of making the immersion of the player into the game's scenery a bigger priority.
 

Shadowfury333

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Mar 26, 2009
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I wonder if this means that Achron's campaign will make you have to trust the NPCs, or make you question that.

Also, if you read his PhD dissertation, it seems to be focused on modeling trust so that AI can better anticipate responses of other AI, i.e. in economic bargaining.
 

LGC Pominator

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Feb 11, 2009
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Interesting article, one that merits further discussion when I manage to wake myself up properly, but I have to ask... Dr Hazard?

Is he related to the star of Eat lead and blood bath and beyond?!
 

Something Amyss

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Dec 3, 2008
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HankMan said:
I don't trust his formula
Alas, both this and my Doctor Hazard joke were already done.

The difficulty in trusting video game characters is that we've become conditioned to play the metagame. For the same reason we might open every chest in someone's home in an RPG, or hold back on any mission that's supposed to be a cakewalk. We expect various things based on story and mechanics. Blatant McHeelturn is going to betray us, certain archetypes can be trusted even when treated sinister, and the most common way to deceive us is to screw not with the narrative, but the metagame.
 

RollForInitiative

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Mar 10, 2009
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Using trust is common sense to any game designer worth their salt. It is not, however, something that can be empirically measured.
 

luckycharms8282

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Mar 28, 2009
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theriddlen said:
Greg Tito said:
If we could do that, then I'd like to know what the formula is for love.
I don't know what's the formula for love, but here's the formula for alcohol:
A damn fine formula if I do say so myself. Probably very similar to the formula for love :p