PLAYER DRIVENACADEMY
← All packs·CP-001·L01·18 MIN

Safety Is a Game Design Problem

Learn how safety is shaped by game design, player norms, and player agency before moderation is needed.

Trust & SafetyGame DesignPlayer PsychologyCommunity
↳ Free Pack — read every lesson without an account. Join to save progress and take the quiz.
── THREE LESSONS
~5 MIN EACH
  1. 01LESSON 1 · 5 MIN· ▶

    Moderation Starts Before the Report Button

    By the end of this lesson, you will be able to identify one design choice that can reduce harmful behavior before moderation is needed.

    EXAMPLE · Among Us style chat constraints; Gated guild or rank communication

    Moderation starts before the report button

    When people hear "trust and safety," they picture the cleanup crew: a player says something harmful, it gets reported, a moderator reviews it, action is taken. All of that matters — but it's the last line, not the first. By the time a report is filed, the game has already let the interaction happen, and often made it easy, visible, or hard to avoid.

    On a Player Driven panel, Christina Camilleri (Netflix Games) broke moderation into three layers: a proactive side (tooling and detection that stop bad content appearing), a reactive side (removing it after), and the one most teams underuse — game design itself.

    What I think we don't think about too much is game design and game system design and how we can harness that to foster and build a safe community from the start. So instead of just relying on removing or prohibiting bad behavior, how do we build a game that really enables good behavior?

    Christina Camilleri, Netflix Games

    Communication rules are design choices

    Her example: games that drop you into open text chat the second you load in. "Like Among Us, for example, you go in, it's competitive and there's open chat. It's going to be a bad experience." The fix isn't always to lock chat down — it's that who can say what, and when is a design decision that shapes player culture before a moderator sees a single report.

    From the same conversation:

    • Earn your voice. Kim Wilke described a game where players have to join a guild — itself gated behind a rank — before they can communicate at all. You play solo for a while first, which gives you time to learn the norms before you get a microphone.
    • Templated speech. Club Penguin let kids talk in preset phrases. A smart start — but over-censor until "every second word you tried to hit enter on was censored," and you've taught players the game is broken, not safe.

    Easy, hard, what happens when it goes wrong

    The lesson isn't "every game should restrict chat." It's that every social feature is a safety decision, whether you treat it like one or not. Open voice chat makes fast coordination easy — and makes harassment immediate and personal. That's not just a communication feature. It's a design choice about what your game makes easy, what it makes hard, and what a player can do when it goes wrong.

    When you look at any social surface, run it through three questions:

    1. What behavior does this make easy? 2. What behavior does this make hard? 3. What happens when it goes wrong — and who has to absorb it?

    Your move

    Take the riskiest social surface in your game — open chat, DMs, lobbies, names. Ask: what does it make easy, what does it make hard, what happens when it goes wrong? Then mark one design change that prevents harm the report queue is currently mopping up.

    ↳ Your action

    Mark one place where game design can reduce harmful behavior before a report is needed.

  2. 02LESSON 2 · 5 MIN· ▶

    Teach Players the Norms You Want

    By the end of this lesson, you will be able to turn a rule into a player-facing norm.

    EXAMPLE · Minecraft Good Game; CyberSafe lessons

    Teach players the norms you want

    Rules tell players what not to do. Norms teach players what kind of community they've just walked into. The difference matters more than it looks. If the first time a player learns a rule is the moment they get warned or banned, you've already missed the teaching moment — and you've cast yourself as the cop instead of the host.

    A code of conduct buried on a website isn't a norm. The player-facing version sounds like answers to real questions: How do we treat each other here? What kind of competition is welcome? What do I do when I see something harmful? Players can't follow a social contract they've never been shown.

    Let players help write the rules

    At a Player Driven session, Carlos Figueiredo, Director of Player Safety at Minecraft, described building Good Game — a CyberSafe title where the core mechanic is players authoring their own norms instead of receiving them.

    Can we have players be active participants in their safety journey — not merely a receiver of whatever happens to them, but they're agents in that process? And I remember one of the first ideas I shared with the team was, can we have a way for players to create their own code of conduct? Instead of us imposing a code of conduct, they create their own.

    Carlos Figueiredo, Minecraft

    That reframes safety from control to participation. The game doesn't hand kids a policy — it drops them into dilemmas and lets them practice. A teammate is cheating with a hack pack but it's helping you win: do you report it? Someone has an inappropriate username: do you flag it or ignore it? The chat is being spammed with pings until it's unbearable: what's the proportionate response? Each one is a social learning moment, not a clause in a document. And Figueiredo is careful that this adds to the studio's systems rather than replacing them: "This is on top of existing systems — chat filtering, player abuse reporting. As a player, what can you do to also play your part?"

    Turn a rule into a norm

    The move is small but it changes everything: rewrite the prohibition as a description of the community you want.

    • Rule: "Do not harass other players." → Norm: "We compete hard, but we don't make anyone feel targeted."
    • Rule: "Do not spam chat." → Norm: "We use chat to help the group play, learn, and connect."
    • Rule: "Report bad behavior." → Norm: "If something feels unsafe, we use the tools and help keep the space playable for everyone."

    Rules are still necessary — enforcement needs a clear line. But a norm teaches the behavior before anything goes wrong, and it treats players as people you trust to keep the place good, not just risks to be managed.

    Your move

    Take one safety rule from your game or community and rewrite it as a player-facing norm. Start the sentence with: "In this community, we…" — for example, "In this community, we compete without targeting people personally." Then put it where players actually see it, before they ever hit the report button.

    ↳ Your action

    Write one safety behavior as a player-facing norm instead of a rule.

  3. 03LESSON 3 · 5 MIN· ▶

    Give Players Agency Over Their Experience

    By the end of this lesson, you will be able to name one player control that improves safety without waiting for moderator action.

    EXAMPLE · Fortnite voice chat opt-outs; Destiny 2 privacy settings; Rainbow Six Siege muting and reporting

    Give players agency over their experience

    There's a business case for safety that too many teams miss, and Christina Camilleri (Netflix Games) put it in five words on a Player Driven panel. Trust and safety often gets treated like security — a cost center, something you do for legal reasons, never something that drives the success of the game. She thinks that's exactly backwards.

    It's the opposite. I think safe games are sticky games. When people feel respected and welcome, they stay.

    Christina Camilleri, Netflix Games

    She backs it with research: studies she cited showed a majority of players would quit a game over harmful interactions, and many who stayed cut their spending after running into bad behavior. The point isn't that safety is only about retention. It's that players are far more likely to stay when they feel they have some control — and if a player has to endure harm until a moderator can review a report, the system is asking them to absorb too much.

    Agency means choices in the moment

    Reporting tells the studio what happened. It does nothing for the player right now. Real agency is a set of immediate, low-conflict controls a player can reach for the instant an interaction starts to feel bad — mute, block, recent-player controls, voice opt-outs, friend-only communication, privacy and visibility settings. These don't replace moderation. They give players a way to protect their own experience while the larger system does its slower work.

    Crucially, good controls fit the context. Camilleri pointed to how the best games tailor this:

    Fortnite lets players opt out entirely of voice chat. Destiny 2 gives you really, really granular privacy settings. These types of granular controls are what helps players of all kinds have more control over the experience they want to have in the game — shifting the conversation away from what reactive controls can we put in place to stop bad behavior after it happens, into what power can we give to the players to tailor the experience they want.

    Christina Camilleri, Netflix Games

    A competitive match carries different risks than a cozy co-op space. A child account has different needs than an adult one. Voice creates more emotional intensity than text. One-size-fits-all controls fail somebody. The ADL, which Camilleri referenced, makes the same case: open interaction systems without clear player controls exacerbate harm, especially for marginalized players — and being able to tailor your own experience is as important as having moderation at all.

    Three questions for any control

    When you evaluate the agency your game gives a player, ask:

    1. Can the player act immediately, without waiting on review? 2. Can the player act without escalating the conflict? 3. Can the player control future exposure, not just this one moment?

    A report button answers none of these well — it says "tell us what happened." A mute says "you can stop hearing this now." A block says "you can reduce future contact." A privacy setting says "you decide who gets access to you in the first place." They work as a stack, not substitutes.

    Your move

    Choose one player interaction in your game that can go wrong — open voice in a lobby, a trade request, a DM. Name one immediate control the player should have in that exact moment. Start with player control, not punishment.

    ↳ Your action

    Choose one control a player should have before they need moderator help.

CONCLUSION · 3 min

Safety Friction Map

By the end of this conclusion, you will be able to map risk, prevention, player control, and escalation for one risky player interaction.

Build your Safety Friction Map

Put the three pieces together. Safety isn't just a moderation queue. It's how the game is designed (Lesson 1), how players learn the norms (Lesson 2), and how much control they have when something goes wrong (Lesson 3). Each layer catches harm the next would otherwise absorb.

Your completion artifact is a Safety Friction Map. Pick one risky player moment — open chat, voice, trading, guild invites, matchmaking, DMs, usernames, or profiles — and fill in five fields:

1. Risky moment — the interaction that could go wrong. 2. Current friction — what makes harm less likely right now. 3. Better prevention — what the design could do earlier. 4. Player control — what the player can do immediately. 5. Escalation path — what happens if it still needs review.

Worked example

  • Risky moment: A new player joins open voice chat with strangers.
  • Current friction: None. Voice is on by default.
  • Better prevention: Make voice opt-in, or limit it to friends, parties, or trusted groups by default.
  • Player control: Mute, report, block, and recent-player controls.
  • Escalation path: Moderator review with session metadata or voice evidence, per your game's policy and privacy rules.

That's the whole idea: safety improves when the game gives players clearer norms, better prevention, and more control before the worst moment happens. Fill in your own map for one feature now — then carry it into the upcoming Safety by Design Lab.

↳ Your artifact

Complete the Safety Friction Map.

Open artifact template

Safety Friction Map

Pack: CP-001, Safety Is a Game Design Problem Completion artifact for: Trust & Safety

Instructions

Choose one risky player interaction from a real or imagined game. Complete the map below.

Good examples:

  • Open voice chat with strangers
  • Guild invites from unknown players
  • Player-to-player trading
  • Custom map publishing
  • Public player profiles
  • Usernames or display names
  • Private messages

Your Map

1. Risky Moment

What is the interaction that could go wrong?

Response:

2. Current Friction

What makes harm less likely right now?

Response:

3. Better Prevention

What could the design do earlier?

Response:

4. Player Control

What can the player do immediately?

Response:

5. Escalation Path

What happens if the issue still needs review?

Response:

Example

Risky moment: A new player joins open voice chat with strangers.

Current friction: None. Voice is on by default.

Better prevention: Make voice opt-in, or limit voice to friends, parties, or trusted groups by default.

Player control: Mute, report, block, and recent-player controls.

Escalation path: Moderator review with voice evidence or session metadata, depending on the game's policy and privacy rules.

Submission Guidance

Minimum length: 120 words.

The entry should be specific enough that a real team could understand the player risk and consider the proposed improvement.

── CHECK YOUR UNDERSTANDING

Take the Safety Is a Game Design Problem quiz.

8 short questions + 1 written artifact. Passing earns 25 credits toward your Player Driven profile.

↳ Coming next: Workshop: Safety by Design Lab (60 min) — Take one real feature and map its risks, safety tools, player controls, and operational escalation.