Method

Chapters Method for Prosocial Design in Session-Based Multiplayer Games

The Chapters method is a structured approach for thinking comprehensively about prosocial behavior in the design of session-based multiplayer games. “Session-based” refers to games played in short durations, often until an enemy team is defeated or a mission completed.

The three parts of chapters method.
Summary of the Chapters method

The method is divided into three parts, like chapters of a story (more or less). Each chapter aligns roughly to phases of session-based game experiences as shown in the following figure:

Graphic of the chapters method superimposed over a user experience map
How the Chapters method maps to the structure of product-driven social experiences.

Chapter names are intended to be interesting and memorable — just like the chapters in Quentin Tarantino movies. In fact, during development the method was simply called “Tarantino.”

Graphic that shows how the chapters method would look as chapters in a Quentin Tarantino movie.
Not a real movie. Illustration purposes only.

This article will give you a high-level introduction to the method, though you will need to provide your own imagination to get the most from it!

Chapter 1: The Setup

Graphic of the Setup chapter superimposed over a user experience map
How The Setup maps to a multiplayer game experience.

The Setup is concerned about setting the stage for prosocial behavior prior to gameplay. Setup screens, game lobbies, loading screens, tutorials, and more can be involved.

During The Setup, consider how you could:

  • Establish that “prosocial” activity is something people will do.
  • Visualize the trustworthiness and humanity of strangers.
  • Help complementary folks get together and back together.
  • Tell thematically-appropriate narratives with prosocial themes.
  • Make acting in ways that benefit others a point of the experience.
Screenshot from a Hellivers 2 cinematic.
Fighting for the freedom of humanity is the core prosocial theme of Helldivers 2. Image courtesy of Arrowhead Game Studios.

Chapter 2: Little Loops

Graphic of the Little Loops chapter over a map of three phases of a player's experience.
Where the Little Loops chapter fits in the experience of a game.

The Little Loops chapter is about creating, well, little loops: small, meaningful prosocial actions which happen repeatedly in the “core loop” of the game. These actions are key to building satisfying social experiences and happiness-generating habits through prosocial behavior. Little Loops are the actions that The Setup was priming players to do. Left 4 Dead 2, for instance, is a game rich with little loops. L4D2 frequently prompts players to heal their teammates when they’re injured and pull their teammates up when they’re hanging off a ledge (as shown below).

Screenshot from Left 4 Dead 2
One of several prompts for prosocial action in Left 4 Dead 2. Image courtesy of TIGG.

Because they happen repeatedly, little loops significantly influence how much players perceive your game and its community as prosocial. This process is fairly simple — seeing prosocial behavior leads to believing that it matters, which leads to further prosocial action and positive perception.

When focusing on Little Loops, look for ways to:

  • Craft repeatable prosocial actions.
  • Prompt prosocial action and group participation.
  • Develop reciprocal (tit-for-tat) social mechanics.
  • Visualize growing trust between teammates after repeated prosocial activity.
  • Create trust-building opportunities.
  • Celebrate great prosocial and team moments.

Chapter 3: The Long Tail

Graphic showing The Long Tail chapter as a bar over three phases of a game experience.
The Long Tail ends one session and continues into the next.

The Long Tail chapter strives to make prosocial behavior meaningful and more rewarding over many multiplayer game sessions. The Long Tail becomes important once the stage has been set and players are engaging in prosocial loops. 

The Long Tail is the chapter where we bring previous prosocial activities to a satisfying conclusion and build towards future game sessions.

During The Long Tail, explore ways to:

  • Routinely reward players for prosocial behavior.
  • Position prosocial statistics alongside personal statistics.
  • Give players a way to acknowledge the prosocial behavior of others.
  • Build social hubs where players can hang out together without the pressure of gameplay.
  • Help players continue playing with those they’ve had prosocial experiences.
Champion skin rewards in League of Legends
Champion skin reward for being honorable in League of Legends. Image courtesy of Riot Games.

Final thoughts on the Chapters method

When using the Chapters method, your goal is to tell a cohesive prosocial story that builds progressively through features, systems, and activities. What you build in each chapter should support those that follow and increase in a meaningful way across game sessions.

Now what?

Continue reading about little loops in TAGG Method for “Prosocial Loops.”

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