Exploring Player Behavior Design Values

Riot·11/25/2014, 10:00:24 PM·5 votes·138,498 views

TLDR: There is no silver bullet that solves negative behavior in online games. Players are a diverse bunch, and each player has different motivations and responds differently to different consequences. We design diverse systems using three core philosophies based on reform, punishment, and reward.

In the early days of the internet, players might use racist or homophobic language and nothing would happen; as a result, deviant behaviors not only emerge, but become the norm. In these cases, a non-action such as silence is reinforcement of the behavior, so the behaviors grow in frequency and severity.

But the League community has shown that change is possible. When structure is introduced, players rally behind it and online societies are maturing in some of the bigger online games like League. For example, we know the community rejects homophobic, racist, and sexist language--we’re seeing this type of language in less than 3% of games globally and when it does appear, it’s immediately reported by players and acted upon. We’ve seen time and time again that the majority of players in League will stand up against verbal abuse, and that it doesn’t belong in our community. The problem is, some players have now been gamers for decades where these excessively negative behaviors were considered “OK,” so now we’re playing catch up and need to change our standards and expectations. In this series of dev blogs, we’ll dive deep into our approach to this problem and how we’ve worked with the community to create the tools to enact change and give a voice to the majority of players who reject negative behavior.

One of the first things we did was take a step back from some of the traditional assumptions around online gaming and human behavior. For example, there is no silver bullet to the problem. It isn’t just about banning negative players (punishment) and it isn’t just about rewarding positive players (positive reinforcement). There’s a diverse group of players online (and in real life) and each group of players have different motivations and respond differently to different consequences. We need a diverse spectrum of systems to address the overall player behavior problem in online communities.

As a result of everything we’ve learned, we design our systems, features and programs along three axes: Reform, Punishment, and Reward.


Reform

Reform is critical because less than 1% of players are so persistently negative that they trigger a permanent or 14-day ban, ranked restriction or even a single chat restriction. For about 95% of players, they’ll never see these harsh penalties and don’t drift close to negative behavior except on the rare bad day. But we still need to have systems aggressively try to reform or remove the persistently negative players because they could impact an abnormally large number of games. In our next blog post, we’ll focus on reform systems and why sometimes all players need is a harsh penalty that triggers introspection and shows them some behaviors are never okay in League.


Punishment

For some types of players and some types of behaviors, punishments are the best method of enacting change. Some of our punishment features include chat restrictions and ranked restrictions, and the new Leaverbuster which forces players into a low priority queue if they routinely AFK or leave games. In addition, the system gives players frequent and immediate feedback about their negative behaviors every time they try to get back onto the Rift. In the punishment-related blog, we’ll dive into the design rationale for some of these punishment systems, and why we believe ideas like Prisoner’s Island (where you match negative players with negative players) are poor design, and what we’ve done to improve on these concepts.


Reward

Finally, let’s talk about rewards. It’s not enough in a community to simply reform or punish negative behaviors; in a society where expectations and norms are no longer the standards we want for ourselves, we need to re-educate players on what it means to be sportsmanlike. To do this, we need to spotlight positive behaviors and celebrate positive behaviors more often. The obvious answer is always “just give a skin or RP!” However, if the goal is to actually encourage positive behaviors, research suggests that always using what we call “extrinsic” (tangible) rewards isn’t the best approach. We’ll take a deeper look in a later post at reward systems and how we’d like to spotlight positive behavior over the course of 2015, and why it’ll always be valuable for players to be good.

Our designs around rewards need to be diverse and include extrinsic and intrinsic options (different types of rewards for different people). For example, our current thinking is that, over the course of a year, we’ll introduce light rewards every few months such as the recent IP boost for positive play. One or two times a year, you might earn a more substantial reward such as the Santa Baron summoner icon. In the end, our goal is spotlighting positivity and how awesome the community actually is, not bribing or buying out negatively behaved players.

Before we sign off, we wanted to thank you again for showing us what the community wants to see in itself by using the reports and honoring your positive teammates. We've only introduced the philosophy behind our Player Behavior designs in this blog, and we'll be going into greater detail about specific implementations in future posts.

We'll continue to iterate and refine, creating new systems with our three design pillars in mind, and we'll see you on the battlefield.

-The Player Behavior Team

If you still want to know more about how science can help us understand player behavior online, learn more from Lyte's talk at GDC in 2013: http://gdcvault.com/play/1017940/The-Science-Behind-Shaping-Player.

815 Comments

NiSoKr11/26/2014, 7:10:05 PM272 votes

My idea is that riot replace the background music for negative players with everything is awesome from the lego movie until they are brainwashed into being good people.

OhBoyItsaMegaman11/26/2014, 10:15:50 PM105 votes

The obvious answer is always “just give a skin or RP!” However, if the goal is to actually encourage positive behaviors, research suggests that always using what we call “extrinsic” (tangible) rewards isn’t the best approach.

tangible [tan-juh-buh l]

(1.) capable of being touched; discernible by the touch; material or substantial. (2.) real or actual, rather than imaginary or visionary.

Riot... if you find a way to reward positive behavior with a Tangible Miss Fortune skin, I promise you will see results.

nopressure0011/26/2014, 10:24:02 PM61 votes

I am very interested in this topic. I'm an older gamer... I'm 33 years young. I have an extensive gaming history and I'd say I've earned my stripes... I've been playing games with other players before the internet was fully structured (remember local Bulletin Board Systems running MajorMUD or LOTRD anyone? ...I ran a Half-Ogre Thief FYI and these games had NO PICTURES.) We read all of the descriptions of what happened and typed our responses to it...but it was the fact that the players could type out messages to each other that made me fight and fight for my 2400 baud rate modem to dial into that house and hopefully catch one of their 12 lines available to login and play. As I grew, gaming grew, and changed, and I changed with it. I have a pretty extensive resume in online gaming...both PC and (don't tell anyone) console. I've got to say though, this is the first gaming community where I have felt totally out of place sometimes. The way that "teammates" talk to each other... the defeatist attitudes, the unwillingness to help, the "kill-steal" (how do you steal something that benefits a team? the team owns it, not any one person...), the culture of surrender that seems to plague this League, in my humble opinion, is really scary. Maybe I'm blowing it out of proportion, (and don't get me wrong, I know better than most that this is just a game and I'm not all upset anytime some little kid calls me a name.. thats not what this post is about... lol...) What upsets me is that I am a teacher, and have taught 3-6th grade for the past 7 years... and I see this attitude leaking into real life. Especially the culture of surrender. I hate the games where one little thing swings the tide toward the opponent and instantly, 2 people are pinging /surrender whenever they can and have totally given up. It's as if people are afraid to lose... do they think that everyone wins all the time? I hate to see us getting away from appreciating a loss and learning from it (although it doesn't feel good necessarily... but that's how it is)...and moving toward just trying to insta-forget any bad experience in a game, immediately shift blame to whoever is considered the weakest link, divorce ourselves from any responsibility in the loss, and quit and restart. "Maybe this time I'll pull that dream-team where everyone is perfect and we'll win!" ...I dunno... I just would hate to see this become the norm in society... because I remember when we would fight to the death no matter what because the match wasn't over until the screen said defeat, and I remember when a team knew that it was only as strong as its weakest member, so rather than just say "X fed" (what's with that anyway? Since when is another player's skill being good verbalized as the weaker one doing something wrong...they didn't "feed"... it's called getting beat...it'll happen to you too one day and I'm sure you didnt do it on purpose...), say "Try this strategy, or whatever...) I guess my message here today is simply this: games weren't always like this folks. We're all gamers... we may fight against our own kind..but let's not resort to killing our own...

HDD Compa11/26/2014, 8:16:21 PM42 votes

You should start doing more splash text on the loading screens about sportsmanship. (as in almost ALL of the messages should be about sportsmanship, not just tips about gameplay) In particular, I think you should address negative behavior due to a team being behind. Try sending more positive messages about assisting teammates who are struggling (feeding). Reinforce to all players that you and your team are family, and that to hurt your team is to hurt yourself.

You should also just flat out remove the option to "Report Unskilled Player." All that does is make people report teammates because they lost a game. Not because they were intentionally toxic, they just didn't play very well at the time. Do you REALLY think it's fair to punish players for losing a match, when half the players lose in every single match?

MKEL11/26/2014, 7:19:52 PM41 votes

If only this kind of stuff would work on politicians. Riot for Congress?

PlatonicMistress11/26/2014, 10:30:40 PM39 votes

"For example, we know the community rejects [...] sexist language"

Are you KIDDING me? Every Valentines Day the comments on the news articles are full of highly-upvoted rape "jokes." I have legit heard players say all kinds of horribly sexist garbage on official League forums without anyone ever calling them out - like a woman making a thread getting swamped with 2+ pages of "get back into the kitchen" + "your boyfriend carried you to that rank" + "you are a sex worker trying to extort money out of us", like arguing that the reason there's no women in the LCS is due to female biology, like that support is the most useless role and should be removed from the game /because women play it/.

And when I see these statements go unchallenged, when I see dozens of different people making these statements over and over again, all it does is send me the message that League's community could not care less about sexism and creating a non-toxic environment for its female players. The people making these comments are all people who play the game, and I'm terrified of being matched up with one of them every time I press "Play."

Kangarou11/26/2014, 8:23:16 PM22 votes

Have you considered giving Refund Tokens as a reward? Or maybe incorporate a system that gives nice players match forgiveness when they lose sometimes?

25826257DEL111/26/2014, 11:08:44 PM18 votes

What if you were DC'D and you tried several times to log back AND reconnect to the game before you finally were able to get back in? I was given a prompt after the game telling me to "Sign here" if you promise not to abandon a game. It pissed me off because I DIDN'T abandon the game. Don't tell me to sign something and automatically accuse me of abandoning a game.

Axxlon11/26/2014, 8:58:06 PM17 votes

Lyte, before you can really do anything, you NEED to redesign all of the post-game Report options. Most of that stuff is left over from many seasons ago, back when Riot was a very different company than it is now.

Laughing Fish11/26/2014, 7:44:38 PM16 votes

I think rewards that are small, but come more often, is the key. Something like a 4-win IP boost every month you don't need your chat restricted.

GnomeDigest11/26/2014, 9:00:32 PM15 votes

So the punishments will be serious but the rewards meaningless. Got it.

Kevinzors11/26/2014, 11:30:50 PM13 votes

An idea could be send private messages, from Riot itself, to a random sportsmanlike and/or behaved players. Such as, but are not limited to, "Good job Summoner! You've been really positive on the Rift and would like to congratulate you! Remember stay positive and refrain from toxicity" if only rito. if only.

NytmareChaos11/26/2014, 7:45:37 PM8 votes

Why not just match toxic players on the same team with other toxic players? Give them a taste of their own medicine. Let chronic leavers play on the same team as other leavers and let ragers play on the same team as other ragers.