How Dead by Daylight motivates players to work together

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First the simple ways the game motivates players to do anything: you score points. You score points when you manage to find another player, and you score altruism points when you work together, when you heal someone or when you rescue them from a hook. But that is not all.

Staying together ups your chances of survival. When the Killer finds you and you all dash away, he can only catch one of you, the others are off the hook, pun intended. Baiting and trying to confuse the Killer is an effective tactic to give your fellow players more time to get away. Putting yourself in danger for them will not only result in points scored, but will also make them feel morally obliged to come rescue them when you’re in trouble.

This game really plays with your head, the sound effects are designed to make the Survivors freak out, and the visuals are designed to draw your attention to certain parts of the game. When a Survivor is rendered helpless and dying, the game makes sure the other players can see where it is, they can clearly hear the Survivor crying in pain, screaming for help, another way the game motivates players to help each other out. Clear red and yellow lights on your screen make it almost impossible to ignore the fact that another player is in trouble.

I think this is important to note for us larp writers: when a player is in need of help from other players, all you need to do is make the other players aware of it. Make it easy for them to find the victim, draw their attention and make it hard to ignore, and soon someone will mount some kind of rescue, no matter how desperate.

The way the game motivates players to heal each other is also novel, imho. You see, a wounded Survivor whimpers. Constantly. It’s not just an annoying sound, it’s also a sound that will alert the Killer to your location. Wounded Survivors are a liability and healing them as soon as possible is in your own best interest.

And then there’s that other surefire way that other games (like for example Guildwars 2) had already discovered to get players to heal each other: everyone can do it and it only costs time. Give out points for healing others and pretty soon your players will be getting wounded just so that others can heal them and get those points. Why do we in larps often limit the power to heal people to only a few players? What could be the advantages of giving every player the ability to heal, as long as it costs time?

How else does Dead by Daylight motivate players to work together? Almost everything a Survivor can do to get out of the match alive, repair generators, heal and save other Survivors, goes faster when two players do it together, and even faster still when more players help.

Now speed is perhaps not the reward a larp should give its players, but the principle remains: when players do something, cooperation should give them an advantage over doing it alone. It doesn’t even need to be impossible to do alone, as long as the advantage of doing it together is interesting enough. Speed and silence are of the essence in Dead by Daylight, but larps probably need to invent other advantages. Make a spell more powerful when two players cast it together? Make it cost less mana? I’m sure we can think of something.

I’m looking forward to your comments.

Asymmetry and Balance in Dead by Daylight

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The game is played 4 versus 1 and the first asymmetry that becomes apparent when playing this game is the different goals the players have. The Killer’s goal is to catch as many Survivors as possible and place them all on meat hooks to be sacrificed to the Entity. The Survivors however, their goal is not to defeat the killer in any way. They don’t have anything to attack the Killer with. Their powers lie in staying hidden and helping each other get away alive. Violence is not an option for them, which is one of the reasons why I want to study this game further. Because I love writing stories and larp plot where using more violence is not a good solution.

I see a lot of parallels with larp in this asymmetry; our monsters are also fewer than the players, and we want their killing powers to be scary, but we also want to make sure that if the players work together, if they play smart, they will prevail.

The Killers in this game are much like the villains I want in my larp: frightening and more powerful than the players. If they resort to an “every man for himself” mindset, the villains will pick them off one by one. And that is the thought at the heart of Dead by Daylight’s Killers: they can only focus on one Survivor at the time.

They can only hit one, and then there is a few seconds cooldown that prevents the Killer from moving or attacking again. The Killer can only carry one and they have to let the others get away. This makes ganging up on the Killer an exciting and effective tactic; a risk worth taking. And that is how you get your players to work together!

So asymmetrical goals. In larp, it may be the players’ goal to defeat the villain. We do like that in our classic fantasy larps. But it’s not our monsters’ goal to defeat the players, larp is no fun when the players are defeated. The goal of the game is to give the players a challenge they can overcome. In a way, our monsters and villains should feel happy and proud when the players find a way to defeat them and solve the challenge.

So how does Dead by Daylight make the Survivors feel like they can do something against this enemy they can’t defeat? Well, it’s not easy for the Killer to find a Survivor, for starters. This game is a beautiful rendition of Hide and Seek, with all the thrills of finding a good hiding spot and knowing that they can’t find you. And then once they’ve found you, you’re not dead yet.

Dead by Daylight doesn’t have a hitpoints system. You start out as healthy, and if the Killer manages to wound you, you will limp, bleed and whimper, making it easier for the killer to find you, but you can still do all the things you normally can, at the same speed (and at higher levels, you can get an adrenaline power, making things go faster when you’re wounded). It’s just harder to stay hidden.

The Killer has to wound you again before they can just grab you and pick you up. And once on their shoulder, you can wiggle free and limp away again, stunning the Killer to give you more time to get away. If you don’t manage to wiggle free in time, the Killer will hang you on a meat hook and then you’re still not dead. As you slowly bleed out, other players can still come rescue you. When you are freed from the Killer’s shoulder or from the hook, you are wounded, but not helpless. You can immediately try to get yourself to safety, and fellow players can heal you to make you healthy and quiet again.

So, causing a player’s death is a lengthy process comprised of different steps, and the players have a chance to free themselves or each other during each step in the process. Are you larp writers taking note? This stuff is beautiful.

And no hitpoints. The Killer doesn’t need them, he can’t be wounded, only stunned. (Note this to your monsters: being slow and getting stunned is good!) The Survivors have different states: healthy, wounded and dying. In the dying state, you are helpless, but not dead yet. You can crawl to safety, and you suddenly have the power to detect your fellow players, to see if they are coming to your rescue and to be able to crawl towards them. One healing action will revert you from dying to wounded, and then another one from wounded to healthy again.

So asymmetry in goals and asymmetry in powers. Many larps strive to give players and non-player characters the same powers, because it’s practical in remembering how all the powers work, and because that makes the game feel fair. Which is funny when you look at Dead by Daylight, because a number of players were outraged about Killers also getting the power to hide and sneak. What feels fair or unfair is not always a correct way to assess the balance in a game, it seems.

I’m still processing all this information. Soon, I will write about how this game motivates the players to work together.

Research

I have been doing research to try to better my understanding of the games we love to play. It will make me a better larp organiser if I delve into what makes games fun and challenging and what makes players cooperate when playing. For that purpose, I have been playing:

dbd

Seems like an odd choice, I know, but this game is intriguing beyond its survival horror pvp exterior. It’s a game of 4 versus 1, yet it is fairly balanced. How? I think that’s a question that can help me balance out my larps when answered. There is much to learn from the asymmetry in this game.

Furthermore, the game gives the players a very limited way of communicating with each other, yet it clearly pushes and motivates the players to work together and to take risks to help each other. How? When I understand that, I think I will have learned something valuable about how cooperation in different games works, including roleplaying games.

I’ve spent quite a few hours playing this game, but to truly understand, I think I will need to write about my observations. So I will be blogging about the various aspects of the game.

If you’re interested, you can watch me play on Twitch

Reinstatement of the weekly

It’s been a while since I tried to reinstate the weekly. Not only that, yesterday I resolved to reinstate the weekly on mondays. You see I’m great at keeping promises I make to myself…

The new and improved weekly post may or may not include the following topics:

  • my thought of the day (thinking is a dangerous pastime, I know)
  • what I’ve been writing
  • what I’ve been playing
  • Bimfoodle

So, on that note:

I’ve been playing a lot of Guildwars 2. I absolutely love this game for so many reasons, I couldn’t possibly name them all. What? You want me to try anyway? Ok, here goes:

  • Guildwars 2 has no monthly fee. You simply buy the game and play as much or as little as you want. There is a possibility for micro-transactions, but only to obtain bonus or cosmetic items, you can play all you want and excel at the game without ever spending an extra cent in the in-game store.
  • It’s very pretty. The artwork has a brush stroke quality to it that perpetuates in the game’s menus and on the map.The grass moves when you stomp by in your combat boots. You leave tracks in the snow. And the footstep sounds in these two examples are beautifully different.
  • The game is detailed. Walking around villages and underwater caves and other places where humanoids live, I see books, campfires, bedrolls, graffiti, food and drink, endless detail. Of course there are NPCs who stand around doing the same thing all day, but most don’t. Most will turn to face you when you speak to them, most have voice-acting and dialogue options. Most will defend themselves when enemies attack, and many have silly banter and/or events that will make them talk to you and guide you to new places and new enemies.
  • The concept of hitting or missing works very well. In some games, this is a question of numbers, armor class, dodge chance, but not in Guildwars 2. Here, all attacks are area attacks. Differently shaped (arrows have a long, narrow area while melee weapons have a short, cone-shaped area), but still area attacks. If you’re in the area, you’ll get hit. If you manage to move out of the area, it misses. It’s that simple. (I once accidentally shot an owl that just flew by between me and a troll… Did I mention detail? There are owls in the woods, and other wildlife.)
  • The game doesn’t have a rigid class system. Your choice of class doesn’t mean you’ll always have to do x or can never do y. Every class is self-sufficient and capable of different roles. If you want to deal lots of direct damage with a melee weapon, you can do this in any class. Same story if you want to hang back and support others. Same story if you want to cast a lot of spells or do damage over time. I’ve never seen a game so versatile and simple at the same time.

Ok, fangirl out now. I’m off to level up.