Understanding the dynamics of reciprocation is of great interest in sociology and computational social science. The recent growth of Massively Multi-player Online Games (MMOGs) has provided unprecedented access to large-scale data which enables us to study such complex human behavior in a more systematic manner. In this paper, we consider three different networks in the EverQuest2 game: chat, trade, and trust. The chat network has the highest level of reciprocation (33%) because there are essentially no barriers to it. The trade network has a lower rate of reciprocation (27%) because it has the obvious barrier of requiring goods or money for exchange; morever, there is no clear benefit to returning a trade link except in terms of social connections. The trust network has the lowest reciprocation (14%) because this equates to sharing certain within-game assets such as weapons, and so there is a high barrier for such connections In general, we observe that reciprocation rate is inversely related to the barrier level in these networks. We also note that reciprocation has connections across the heterogeneous networks. Our experiments indicate that players make use of the medium-barrier reciprocations to strengthen a relationship. We hypothesize that lower-barrier interactions are an important component to predicting higher-barrier ones. We verify our hypothesis using predictive models for trust reciprocations with features from trade interactions. Incorporating the number of trades (both before and after the initial trust link) boosts our ability to predict if the trust will be reciprocated up to 11% with respect to the AUC. More generally, we see strong correlations across the different networks and emphasize that network dynamics, such as reciprocation, cannot be studied in isolation on just a single type of connection.