Filtering player temperament through game design
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@Roadspike Agreed. In my experience, I’ve witnessed plenty of people get competitive over who gets to resolve the big plots and stuff, and get just as toxic as direct PVP can get. Some people live in a permanent state of “If I’m not winning, I’m not having fun, and if I’m not having fun, nobody else can.”
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But you’re very right that designing away from PvP and toward PvE will limit some of the toxic aspects of PvP and competitiveness.
It also has the added benefit that one can more easily establish and enforce rules against the more insidious PVP and competitiveness toxicity, and will build the kind of community (ideally) where such things are more likely to be reported or commented upon.
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@Roadspike Agreed. In my experience, I’ve witnessed plenty of people get competitive over who gets to resolve the big plots and stuff, and get just as toxic as direct PVP can get. Some people live in a permanent state of “If I’m not winning, I’m not having fun, and if I’m not having fun, nobody else can.”
Main character syndrome.
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Yep. Main character syndrome all the way.
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But you’re very right that designing away from PvP and toward PvE will limit some of the toxic aspects of PvP and competitiveness.
Yeah, it’s true that you can’t prevent people from being competitive, but discouraging it works pretty well.
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Fighting main character syndrome seems like another kettle of fish entirely – one that cannot be solved by limiting competition. People like that will indeed find something to compete over because that’s what they’re looking for, and to hell with what anyone else thinks.
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@L.-B.-Heuschkel Is there a way to filter these people out purely through game design or community design, or is it a case of finding them and plucking them out like stray hairs with the tweezers of fuckoffitude?
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I think the “I need to be winning” mindset isn’t discouraged by PvE at all, tbh.
There are toxic reasons why some players prefer PvP, but I also think there are toxic reasons why some players prefer PvE. Like, is it because they want to collaborate with other players? Or is it because their persistently obnoxious behaviour tends to invite challenge, and they’d prefer an environment where they won’t be, and the person doing that is the bad guy?
The type of toxic player I see on a PvP game is someone who needs to prove they can take out other players.
The type of toxic player I see on PvE games is a self-insert power fantasy who acts like if you don’t agree with everything their character says/does, and stroke their ego, you’re being rude.
The chill type of player I see on a PvP game is someone who separates themselves from their character, intentionally wrote in flaws and exploitable secrets, and looks forward to other players using those pressure points to drive the story forward.
The chill type of player I see on a PvE game is someone who enjoys being part of an ensemble cast working together to solve the main story’s problem.
But I just don’t really buy into the idea that PvP/PvE inherently inspires a higher calibre of players.
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But I just don’t really buy into the idea that PvP/PvE inherently inspires a higher calibre of players.
I wouldn’t say it inspires a higher calibre of players, but it absolutely creates a different type of drama. I personally would much rather deal with some nitwit who gets pissy because someone else got a medal / got promoted / got more “kills” in the last battle / etc. than deal with players trying to directly kill / ruin / impose their will upon other PCs.
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People will 100% try to impose their will on others even on places where they can’t be killed for doing so. I doubt there’s any meaningful difference.
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People will 100% try to impose their will on others even on places where they can’t be killed for doing so. I doubt there’s any meaningful difference.
I’ve played on PVP games and I’ve played on PVE games and I’ve absolutely seen a meaningful difference in the levels of cooperation and antagonization between players depending on the type of game. YMMV obviously.
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