Individual and Group Rewards

Guild Wars 2 and Ingress both have PvP systems of territorial control with individual and team points, where what earns individual advancement is aligned with but not identical to what helps the team win, leading to a disconnect in incentives similar to agency costs under the principal-agent problem. GW2 players have WvW levels, and they … Continue reading Individual and Group Rewards

Runaway

This post has a good explanation of long-term design issues in Ingress, similar to the ones that sunk Shadowbane. In board game circles it’s referred to as the “runaway leader” effect – winning makes it easier and easier to keep winning. It has a few advantages – it is a more intrinsically realistic dynamic. There … Continue reading Runaway