Before talking about the design of the social relationship cycle, it is necessary to touch the social relationship itself.
In the virtual world of the game, the cognition of the character is brought by the player behind the character. I once said that the player will not even have the perception of transmission in this kind of information transmission. This is because the player and the character have a deep sense of fusion, and the character in the virtual world emotionally is the projection of the player’s reality.
The social relationship is also fully presented in this kind of virtual reality delivery. Although it is affected by some of the rules of reality, there are also unique unique features of the game world.
This article will talk about this topic from three aspects:
- Classification and interpretation of real social relations
- Connections between different types of social relationships
- Application in game design
1. Classification and interpretation of real social relationships
1. Scenario relationship
Consider the following scenario:
So, here comes the question. Although you have social behaviors, do you have a social relationship with her?
I think it exists. This is a kind of scene relationship.
A scene relationship is a relationship formed between people who have social behaviors in a particular scene. The scene relationship generally lasts for a short time and there is no repetition of social behaviors. It is the most diverse of all social relationships. The scene relationship is so simple that even people don’t have any specific names for it. For example, in this case, you can probably be regarded as subway cars…yours.
The same scene relationship includes restaurant diners and waiters, outpatients and doctors, passengers and taxi drivers, etc. In each unique scene, participants form a social relationship, but once they leave the fixed scene, this relationship is broken. Line up.
Some people may think that this is not a social relationship. This is a social scene at best, but we cannot ignore the logic behind the social behavior. It seems that there is no follow-up social behavior, but it is actually a social tag between two strangers. Established, this kind of labeling contributes to social arousal and the progression of social relationships.
2. Social relations
Let’s consider the subway example above, back to when the lovely girl just got off the train:
[She got off the train at the station, and the communication stopped abruptly. You are infinitely lost and continue to work with regret. There was nothing wrong in the morning. In the afternoon, the leader suddenly announced that a new colleague had just finished training at the headquarters in the morning. When you fixed your eyes, it turned out to be the girl in the subway. She happened to see you too. The surprise on her face is no less than that on you, but soon, she nods to you. There seems to be something sprouting in your heart]
Well, the story ends here, so let’s talk about the relationship between the two in the story now.
We can say that it is still a scene relationship, and the office is naturally a scene, but consider that when you leave this scene and meet on the train again, in addition to the relationship in the subway scene mentioned earlier, you also maintain a social relationship. , That is the colleague relationship.
The colleague relationship is a kind of social relationship.
Social relationship is a type of social relationship that is recognized by the public in a broad sense, has continuity, and remains unchanged when switching scenes. The difference between a scene relationship and a social relationship is that the latter can continue to apply this relationship in multiple scenarios. From this perspective, the relationship between classmates, neighbors, colleagues, competitors and partners, and ordinary friends are all social relationships.
Here we need to specifically explain the relationship between ordinary friends. In fact, friendship is a very broad type of social relationship, and its subdivision can span all types of social relationships. There will be a brief description later. Before that, let’s first look at the last level of relationship types.
3. Emotional relationship
Keep telling the story.
[You and the girl have a lot of intersections at work. You often discuss work issues and occasionally talk about your hobbies. You find that your hobbies are surprisingly similar. Under this layer of cover, you successfully dated her on the weekend. time. After several dates, you finally got together with her and became boyfriend and girlfriend]
Our story comes to an abrupt end here, because our last layer of social relationships has emerged.
After experiencing the scene relationship and social relationship, the most valuable thing is the last level of emotional relationship.
Emotional relationship refers to the type of social relationship that people maintain by establishing individual emotions in social interaction. Emotional relationship includes several human emotions we often say-family, friendship, love, and of course negative emotions-hatred. The feelings of hostility correspond to the relationship between the relatives of parents and children, the relationship between close friends and girlfriends between good friends, the relationship between lovers, the relationship between lovers, the relationship between husband and wife, and so on.
The value of emotional relationships is embodied in connection and sensibility. The ultimate pursuit of relationship-based socialization we mentioned earlier is emotional relationship, but other social relationships also play an important role in relationship-based socialization. In game design, any social relationship All contribute to the long-term retention of multiple goals.
2. The connection between different types of social relationships
There are some characteristics between different types of social relationships.
1. Scene relationship and social relationship
The scene relationship is an occasional social relationship. Social networking is started only because of needs or other specific goals. Although this relationship does not last long, the most important thing is that it can be transformed into a social relationship.
For example, the friend relationship we mentioned earlier, the coverage of the friend relationship is very wide, from friends to close friends in the general sense, covering from social relationships to emotional relationships. Friends in the general sense can be classified as social relations, which means that both parties can perform certain social behaviors based on cognition (such as the exchange of interests, etc.). Only those close friends who are truly engaged in emotional maintenance can be classified as emotional relationships.
The general scene relationship is the easiest to transform into the general friend relationship in social relations.
Some scene relationships may become social relationships due to the expansion of the time dimension and the repetition of social behaviors. For example, a doctor and a patient. If the patient continues to be sick for a year, the relationship between the two may change from a single hospital scene to multiple scenes. Social relations. The key is whether it is necessary to maintain the value of the social relationship brought about by the identity in other scenarios.
2. Social relations and emotional relations
Social relationship is a type of relationship that is recognized by society and lasts for a long time and in multiple scenarios. Under this characteristic, social relationship may have emotional resonance in the social behaviors of common identity blessing again and again. This is also our social relationship. The sublimation of social relationships mentioned in the cycle.
Colleagues fall in love, classmates go to the palace of marriage, and ordinary friends have gone through all kinds of right and wrong to become close friends. All of the above reveal the transformation of social relationships to emotional relationships.
However, it is not that the social relationship that produces emotional resonance can be transformed into an emotional relationship. Both parties must have a certain emotional resonance to be more likely to be transformed into an emotional relationship. Besides family relationships, most emotional relationships need to be maintained continuously. We say that secret love in school days does not bring about emotional relationships. A single contribution in social behavior will definitely bring about deeper changes.
Therefore, it is normal for social relationships to have emotions, and it is rare that they can be transformed into emotional relationships and maintained continuously.
Of course, compared with love at first sight in the scene relationship, I think this kind of transformation is still more.
The ancients said that “the moon comes first near the water tower”, and there is some truth in it.
3. Scene relationship and emotional relationship
It is not impossible for the scene relationship to be directly transformed into the emotional relationship. In a more perceptual situation, the emotional link can quickly skip the social relationship stage and be directly generated. What can be corroborated here is Arthur Allen’s 36 questions.
I won’t repeat the experiment process here. What can be seen is that nearly one-third of the people have developed a very trusted friend status to their social partners who were strangers a few hours ago after completing the experiment.
However, as far as this experiment is concerned, there are many prerequisites. Purely rational people may not participate, and both parties must be strangers, and they have certain expectations in their hearts. After this experiment is over, that is, after leaving the scene , They can still be strangers who never meet again. In this case, the so-called questions can be answered according to their original intentions.
Therefore, in the real world, it is difficult to transform scene relationships into emotional relationships, and it is not easy for most scene relationships to transform into social relationships.
Three, game design application
Having talked so much above, how do you use these types of social relationships in game design?
1. Scenario relationship
Let’s take a look at it in the game. What are the scene relationships in the game?
For example, randomly matched teammates, randomly matched strangers formed a team for activity challenge. When the event is over, the team disbands, the teammate relationship ends. If friends are added at this time, the teammate relationship will be divided into ordinary friends. For the relationship, both parties have defined by default that they and the other party are no longer ordinary strangers, and it is possible to directly invite them to be teammates at the next event.
Another example is the trading scenario. Players obtained some materials from the transaction. Based on the idea of continuous cooperation in the future, the two added friends to each other.
There are many kinds of scene relationships in MMO. There are too many social content based on scene-based character interaction. In contrast, the social scene of card games is much less, but no matter what type of game, it can be transformed. Social connections are the most important, and adding friends is a basic requirement.
In addition,[Review Relations]is a social relationship evolution function like a BUG in the game world. This is also the most important source of social awakening, whether it is to view the names of past transaction partners from the system records or directly provided by the designer. The function to view the information of all team members today allows players to quickly review the scene relationship and complete the transformation from the scene relationship to the social relationship when needed.
Another point is that we mentioned in the previous article that the essence of the pursuit of both parties in relational social is individual value, so it is also a very important detail to show individual value as much as possible in the scene relationship. We see that a difficult BOSS challenge is far greater than the social value brought by the daily on-hook one-stop.
2. Social relations
The common social relationships in the game include the relationship between master and apprentice, ordinary friendship, alliance and alliance, and camp rivalry.
The social relationship in the game is a continuous social relationship under the existing rules. What the designer has to do is to maintain the state of the social relationship as long as possible and guide the establishment of the emotional relationship.
For example, we know that there is an apprenticeship status in the design of the mentoring system, but the follow-up MMO adds the design of the masters, and there is no requirement for apprenticeship, and the mentoring status can be maintained continuously.
Another example is that most of the cooperation in games requires friends or allies. Strengthening the number of social behaviors may help guide the establishment of emotional relationships.
There are also factions that are designed to continue to oppose in WOW, which defaults to maintaining the hostile relationship between players in the server.
The above are all common examples in games nowadays. In addition, when designing social relations-related content, you need to consider the signal-to-noise ratio.
Social relations are very complicated. There are both one-to-one social relations and many-to-many social relations. Whether the social behavior of emotional expression can be clearly communicated is a big problem. For example, in a gang of 150 people, a single social message How big is the splash in the alliance chat?
3. Emotional relationship
The emotional relationship in the game is very subtle. We say that many of the MMOs have functions such as marriage, love and fetters, but these social relationships that seem to be emotional relationships may only belong to social relationships.
This is based on the characteristics of the virtual world. Without the rules of the real world, the emotional relationship in the virtual world does not need to be treated rationally.
We don’t worry about the function itself. Indeed, some players who use the marriage or Jinlan function actually have emotions in the virtual world. For this group of users, we need to do three things.
- Increase feedback on relationship building
- Continue to strengthen the value of emotional relationships
- Establish diverse emotional relationships
Increase the length of time that the value of establishing feedback and continuing to strengthen the relationship can maintain the relationship. As in the real world, emotional relationships need to be managed, and designers should not just let players maintain them.
In addition, according to the theory of the social relationship cycle, emotional relationships will actually be further differentiated, sublimated, or ended. For example, retreating due to real life situations will have a great impact on the other party, and the emotional relationship will immediately come to an end.
Furthermore, because of the differences in individual pursuit of goals, the two parties may not have a common game pursuit, which can also lead to the differentiation of emotional relationships.
Therefore, the establishment of diverse emotional relationships can reduce the negative impact of the termination of an emotional relationship due to various reasons.
Social talk of social conversation 1: the social advantages of MMO games
Social talk of social conversation 2: Talking about the social difference between SLG and MMO
Social talk of social conversation 3: The relationship between social and long-term retention
Source: Remilia likes to play games