Critical Play: Judging in Skribbl.io

Skribbl.io, an online multiplayer game for ages 7+ created by ticedev, offers a platform where players engage in drawing and guessing to communicate and compete. In the game, players’ success is contingent upon both their guessing skills and the clarity of others’ drawings. Judging, in the form of liking or disliking others’ drawings, thus, serves as a feedback mechanism rather than a scoring tool. It allows players to critique drawings for clarity, enforcing accountability and maintaining the game’s fun. Moreover, the act of correctly guessing a drawing correctly also acts as an indirect form of judgment, contributing to a player’s sense of accomplishment or failure. This dual aspect of judging in Skribbl.io affects not only individual motivation but also group dynamics.

An example of an unclear drawing, which resulted in the drawer getting several dislikes from other players. I still have no idea what this was supposed to be.

Unlike many competitive games where scoring is directly influenced by judgment, Skribbl.io employs judgment to enhance player interaction and learning. For example, the option to vote to kick a player for not adhering to game rules or poor participation reflects a self-regulating community dynamic, similar to the cooperative pressures found in team-based games like Overcooked. In Overcooked, players must collaborate under chaotic conditions, leading to a bonding experience through shared challenges and triumphs. Skribbl.io, while less cooperative in mechanics, fosters a similar communal interaction through its judgment features, where players collectively ensure a constructive game environment. However, I did notice that some players would vote to kick others for very minor things (such as drawing slightly slowly) or for no reason at all. Luckily, multiple people have to agree to kick someone, again adding to the accountability aspect of the game.

The player “Em” was very heavy handed with the kick feature. They voted to kick people for taking a few seconds to start their drawings.

This dual aspect of judging affects individual motivation and group dynamics. Players must navigate the balance between competition and collaboration, as they strive to improve their drawing skills to avoid negative judgments (i.e. avoid failure) and earn recognition from peers. This aligns with psychological principles of achievement and motivation, where the need for competence and acknowledgment drives engagement. I felt a sense of pride when people were able to guess my drawing of a jersey and when a compliment was given to my drawing of a popsicle. I am not the best drawer, however I focused on making them clear to gain recognition and to avoid failure. Even though other people guessing my drawing quickly helps them earn more points (and therefore possibly pass me in points), the sense of achievement of producing a clear drawing was more important to me, emphasizing the idea of achievement in game psychology.

My very simple jersey drawing, showing that clarity is more important that artistic ability.

Skribbl.io’s use of judgment shapes its gameplay by influencing both individual competence and group social interactions. By critiquing and commending drawings, players contribute to an environment focused on developing visual literacy skills and connecting through interpretation. However, the anonymity inherent in the online multiplayer format poses a challenge to fostering a strong sense of community. Without persistent identities or direct communication channels beyond guessing and occasional chat, players lack opportunities to form meaningful connections extending within and beyond single sessions. There is no sense of proximity between players, which is important for building fellowship in games. This undermines the continuity and rapport that emerges in other multiplayer games where players can more readily build shared experiences over time. While anonymity provides freedom for expression, it also distances players from the social bonding that enriches gameplay. Comparatively, games like Pictionary produce greater fellowship by allowing players to directly interact face-to-face. I did not experience this aesthetic of fellowship in Skribbl.io and would not return solely for interaction, especially due to occasional trolling (e.g. kicking for no reason, inappropriate comments in the chat). Introducing skill-based levels (i.e. players can self-select their abilities and play with others who have similar abilities) could potentially mitigate this shortcoming by creating consistent player pools matched by ability, allowing communities to organically develop around tailored challenges and facilitating a sense of fellowship through the pursuit of common goals. In addition, this could prevent the disenchantment of players who feel inadequate due to harsh judgments or inability to guess drawings, aligning with game design principles that emphasize inclusion and player encouragement.

An example of a troll in the chat (this was said in between rounds with no context).

In conclusion, judging in Skribbl.io functions as a fundamental aspect that affects player interaction, group cohesion, and overall game enjoyment. While it effectively maintains game integrity, incorporating skill-based levels could further refine the experience, making it more inclusive and engaging.

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