1. A computer-implemented method of filtering communication for a location-based game, the method comprising:
receiving, by one or more computing devices, communication data for a plurality of players associated with the location based-game, the location based game comprising a virtual world that parallels at least a portion of the real world such that the plurality of players continuously navigate the virtual world as the players continuously navigate the real world; and
filtering, by the one or more computing devices, the communication data for each player based on one or more signals associated with the respective player, the communication data comprising one or more messages between the plurality of players associated with the location-based game; and
adjusting, by the one or more computing devices, the filtered communication data for each player based on one or more constraints associated with each respective player;
wherein the one or more signals associated with the respective player comprise one or more of location data, player level data, real world contacts data, custom team data, game social graph data, potential portal capture team members data, portal subscription data, following a player data, game mode data, game territory data, portal linking data, distress data, game actions data, target acquisition call data, game entity message data, game character message data, spy mode data, stealth mode data, view zoom level data, or combinations thereof.