Game Theory and Managing Toxic Players

Mansoor Aldosari
2 min readJun 26, 2022
Photo by Nikoli Afina on Unsplash

Game developers and publisher wants to increase their player base count. They usually do it by incentivizing players based on their type. However, the force of toxic players works against the goal of increasing the player base.

So why not penalize players based on their type?

There are four types of players:

  1. Achievers are players who like to collect points and rewards such as journals that include all the progress.
  2. Explorers are players who enjoy discovering locations with a game world.
  3. Socializers are players who enjoy interacting with other players and having access to groups often called guilds or clans.
  4. Killers are players who like competing with other players, such as PVP (person-vs-person) content.

So why not penalize players based on their type?

There is a research paper that addresses this question. The Online Disinhibition Effect, this effect happens due to six factors:

1. Dissociative anonymity: hiding behind a user name.

2. Invisibility: text-based services users are invisible to each other.

3. Asynchronicity: users can log in at the time they want.

4. Solipsistic introjection: users insert their imagination into a conversation because facial expressions aren’t transmitted.

5. Dissociative imagination: people think their online persona is different from who they are.

6. Minimization of authority: they feel safe behind a monitor.

So how can we tackle this?

Tit for tat is a strategy that is highly effective in iterated games. The initial step is to be good, and the next step is the step of the previous party. I propose to tailor penalties according to players type, for example:

  1. Achievers should be penalized for tacking achievements from them.

2. Explores should be restricted in their abilities to access or move to a new location.

3. Socialize should not be able to chat with other players or non-player characters (NPC).

4. Killers should not be allowed to play with other players or should have an enfeeblement status where they are weaker or slower than other players for some time.

Yet, being harsh with penalties can also lead to players quitting the game. Albeit, misbehaving can mean different things to different players. Rigid rules are foolish because laws are blinds!

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