Multi-agent simulations for the evaluation of Looting Systems design in MMOG and MOBA games
Authored by Laura A Ripamonti, Marco Granato, Marco Trubian, Antti Knutas, Davide Gadia, Dario Maggiorini
Date Published: 2018
DOI: 10.1016/j.simpat.2017.12.002
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Abstract
Massively Multiplayer Online Games (MMOGs) are persistent worlds where a
huge number of players interact with each other in order to improve
their avatar's characteristics. Multiplayer Online Battle Arenas (MOBAs)
- also known as Action Real-Time Strategy (ARTS) games - are video games
in which each player controls a single character in one of two competing
teams; goal of the game is to destroy the antagonist team. In both
genres, players' characters typically exploit their special abilities,
which contribute to the overall strategy of their faction or team.
Social interactions among players are at the core of both these game
types, and a careful design of the game social architecture is a key
factor in determining the success of a specific product.
The attention of researchers and practitioners has, till now, focused
mainly on several game features, while others have been considered
secondary, possibly underestimating their importance in terms of the
game overall quality. For instance, in MMOGs, loot items (a type of
in-game reward) are not distributed evenly, and the competition for
getting the best prize, often, is left in the hands of the players. To
handle this issue, players have created resource allocation algorithms
called Looting Systems (LS). Generally, the adoption of a specific LS is
based on a gentlemen's agreement among the players, and the respect of
its outcomes largely depends on mutual trust. Quite recently, ad hoc
forms of LS have been introduced also into MOBAs.
This topic has received moderate attention by the scientific community,
anyway, we sustain that a LS could influence the players' behaviour and,
if mismanaged, possibly the survival of the whole community of players
in a game. Hence, detecting and tracking the hidden social effects of
apparently minor features could become a critical factor in the
development of games genres which heavily depend on the quality of
social interactions among players. To tackle this issue, we present a
simulative study - based on Agent-Based Model (ABM) techniques - of the
effects of the adoption of different LSs on heterogeneous player bases.
The final goal of our study is to provide several guidelines and hints
about the design of LSs to game designers working on MMOs or MOBAs. (C)
2017 Elsevier B.V. All rights reserved.
Tags
Simulation
Agent based model
models
Resource allocation
Game design
Players
satisfaction
Mmog
Moba
World of warcraft
League of legends
Looting
system
Online games
Turing test
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