Is It Possible To Fix Gaming Toxicity?

I think both you, Darth, Draegnarrr and me are more or less agreeing here. That might be a first.

When push comes to shove, I think most people agree. And to present it in terms understood by the community in question: A community can never be immune to toxicity, but it can somewhat mitigate it.

Players will always be players (read: Humans will always be humans), so personally, I think the ball is in GGG's hands, and it's up tp them to design a system where non-toxic bahvior gets highlighted, while toxic behavior gets ignored - without introducing a up/down voting system, which I find pretty toxic itself. If they would actually benefit from a system like that, is another question completely. We have too many situation in and around PoE, where toxic behavior more or less gets indirectly rewarded.

Should be a simple task, right? :P
Bring me some coffee and I'll bring you a smile.
Last edited by Phrazz#3529 on Aug 20, 2020, 11:35:03 AM
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Exile009 wrote:
Pretty nice video I found on the topic, complete with abundant examples of games for each point - https://youtu.be/1BOJLcklWsc (title of the post is the title of the video)

The first half of it (dealing with designing effective communication systems) is relevant more for competitive multiplayer games (shooters, fighters, RTS, MOBAs, etc.), but the second half is more general. Worth a watch, not long either (16 mins). But to summarize the gist of the second half - instead of constantly trying to implement more and more punitive systems in your games (or forums, for that matter), how about trying to encourage and incentivize good behavior? Instead of always calling for ever harsher policing, how about designing systems that celebrate (and perhaps even reward?) positive online interactions as well? For an immediate example - whatever happened to the 'Valued Poster' program on these forums?

And, particularly for competitive games, it's worth noting that some of these 'toxic' behaviors actually confer advantages and so make sense to engage in (even if that advantage is simply psyching your opponent out). As this video expands on - https://youtu.be/PElmAFZFoqQ

Other times you may be rewarded for it not simply because you're some kind of sadist (btw, it helps to not automatically presume malice), but due to other factors (such as being part of a herd, in the case of a pile-on). But we humans have other social neural pathways as well, which instill us with our capacity for altruism and cooperation (including that same herd instinct from earlier), which often tend to work rather well in smaller communities (as one commenter on the first video pointed out - btw, artificially re-creating small communities is another possible idea, say by using a multitude of servers). But we can design or add game systems to engage these pathways too.

People often tend to blame 'human nature' (or the nature of just this rather tautologically defined subset of 'bad people') for this, as if it's something intrinsic. Or anonymity, another simplistic boogeyman. But 'human nature' is responsible for both our greatest tragedies, and our greatest triumphs. It isn't simply negative. Indeed it's highly context-dependent. So change the context. Design your social system to foster positive interactions, and who knows? You might actually get positive interactions! Maybe then you won't even feel the need to just keep calling for ever harsher and harsher policing.


You can't fix it. I already know the trolls responded with their vile spew of words, and I don't need to peruse this thread to know that. What is troublesome is that they are so wicked and immoral that they refuse to acknowledge their toxicity. [Removed by Support]
^pls ignore. And carry on, gents!
Not as long as there are children and "adult" children playing video games and can be completely anonymous.
Hey guys,

A lot of posts have been removed from this thread as they were considered antagonistic and inflammatory. Please remember to follow our Code of Conduct when posting. Thanks!
^The irony. For those who missed it, one poster was very 'sweetly' (i.e. with 'concern') baiting another into falling foul of the CoC, based on his sig. Sorta like the two ppl we all know of who make their troll "pro" posts here from time to time (although it wasn't either of them in this case). These sorts of mod games look to be becoming more popular it seems, as more and more people figure out the ways to game the rules.
Last edited by Exile009#1139 on Aug 21, 2020, 10:53:32 AM
No. That's all I got.
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yamface wrote:
League of legends tried everything in the book to counter toxicity. It ended up being that the best way to stop toxicity was to make everyone stfu and not say a single thing in chat at all. Even the guy in charge of punishing toxic players ended up being toxic himself irl. What a world we live in.

It's part of human nature, stop resisting. You'll never see most of these guys again anyway.


well league of legends had some big brain ideas, the tribunal for one where players could judge over other players...if the judgement you made was made by others too you would get a reward, genius!
they simply IGNORED the fact that the majority of their playerbase is below 18 and also hitting puberty as hard as the own meat...


or an example from the video: heartstone
only a "very naive being" thinks the "sorry" emote wouldnt be used to humiliate someone.
things like these makes me think there was someone in the design team who never encountered toxic chickens or is new to the internet.
Well we can pivot from that 'ironic' little event and ask something fairly pertinent: is silencing gamer toxicity the same as fixing it?





If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
Last edited by Foreverhappychan#4626 on Aug 21, 2020, 6:45:12 PM

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