What is a social shotgun in an online virtual space?

Someone who can say the most nasty things and get away without any consequence, right?

So how do you create an online social space without giving shotguns to babies?

characters making drugs in schedule 1.

We created this idea of dual consent.

So before any content is pushed to you, you are asked do you want to accept?

Everybody’s appearance could be offensive, so before you even see them, they are a shadow.

Jenovah Chen in front of Sky Children of the Light

Even if their appearance looks normal, their name might be offensive.

So before you see their name, you are asked to name them.

And the higher the social barrier it is, the more they will cherish the relationship.

Three children from Sky: Children of the Light running towards light extending from a mountain top.

It allows players to go at their own pace and set their own boundaries, she explains.

TGC identified a number of common design choices that caused friction between players, and intentionally designed around them.

In Sky, we’re really trying to make that less possible.

Sky Children Of The Light - Polite Expression

As player numbers grew from thousands into the millions, the team was constantly having to modify its approach.

Initially, people really left nasty messages in the front of the road.

You cannot escape seeing it.

Two Sky Children soar through the sky together.

Just like how people are painting graffiti on the street, they just want to get maximum feedback.

We changed it, so we made the author visible to their closest friends.

So your friend can tell you wrote this, here in the middle of the street, right?

Sky: Children Of The Light - Pointing Expression

And if there’s enough likes, then the post becomes available to the public.

What Can Other Games Learn From Sky: Children Of The Light?

So is there anything in Skys approach that could benefit other online games that struggle with toxic communities?

Sky Children of Light multiple players flying together in the game

First person shooters might not be about going and holding hands with people, fair, says Schlickbernd.

I think it’s hard, Jenova acknowledges off the bat.

Like, how can we use what we learned here to help them?

Indie Games

There is a fundamental problem.

You cannot be competitive at the same time and be nice.

You know, it’s very, very hard.

Jenova says, though that doesnt mean its impossible.

He suggests that traditional notions of sportsmanship might be the key.

It’s really about like the fact everybody’s watching, right?

Youd better behave nice.

However, in online games, usually you don’t have an audience.

We are not born evil.

We have good lessons and bad lessons weve learned.