True Gaming "Schoolyard mentality" instead of true racism / misogyny / etc


"Schoolyard mentality" instead of true racism / misogyny / etc

Posted: 31 Aug 2018 01:10 AM PDT

Here's a hypothesis I've been thinking about, I wonder what people think of it.

First of all, let me say that I'm sure there are real racists / misogynists / homophobes / etc etc out there. But, when researchers and journalists are gathering data by looking at twitter comments, in-game chat, etc, I wonder if their numbers are overinflated due to what I call, "schoolyard mentality." Like, say, 50% of the comments are from true racists/etc, whereas 50% are "schoolyard" comments.

What do I mean by "schoolyard mentality"? In the schoolyard, your objective is to get a reaction. If they cry, get angry, run away, start a fight, are offended, are hurt, tell the teacher - you win. Usually this means finding a weakness, any weakness, and attacking it. And one form of weakness is difference of any kind. (Edit: difference from the locally dominant group.)

If they are fat, you attack them for being fat. If they are skinny, you attack them for being skinny. If they are asian, you attack them for being asian. If they are female, you attack them for being female. If they have a huge mole on their face, if they stutter, if they have an accent, if their parents are divorced, if their clothes are the wrong brand. If they are bad at a game. If they are too good at a game. Black, young, old, rich, poor, stupid, smart... anything is fair game to a cruel and creative mind. Heck, even some forms of "whiteness" and "maleness" can be attacked. And if the person is perfectly normal and has no obvious weaknesses, well, you can always tell them to get cancer and die.

I don't know what proportion of online toxicity come from schoolyard mentality, and what proportion are genuine biases that those people apply to the normal parts of their life (eg. hiring decisions.) But I get the feeling that, no matter what form of bigotry a journalist or researcher is looking for, they will find it, because schoolyard mentality attacks pretty much anyone and anything.

I suppose the prevalence of schoolyard mentality online is its own problem, but when journalists and researchers conflate this with true bigotry/prejudice, they are mistaking the real causes of this behaviour and therefore making it harder to come up with a proper solution.

edit: I suppose in the context of the internet, this "trolling" could be an appropriate term. But I think schoolyard behaviours cover an area broader than trolling.

edit2: I think some people are assuming I'm trying to excuse or reduce the severity of the behaviour by calling it "schoolyard", that's not my intention, I just thought it was a very descriptive metaphor. Perhaps a more adult word might be "cruelty" or "sadism"?

edit3: A number of people have made the point that it's irrelevant what the underlying motivations are, the actual speech itself is still racist / sexist / etc and the person is being racist / sexist / etc by saying it. I agree. My hypothesis is that there is meaning behind identifying those who genuinely hold those views, versus those who use those views as part of their arsenal to attack others, as I feel those problems might need to be tackled in different ways. But many commenters disagree, that's fine.

submitted by /u/zeddyzed
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Experience in games

Posted: 31 Aug 2018 06:15 AM PDT

I feel like experience in many games is designed in a way, which encourages some sort of "bullying" and is often also counterintuitive to the term itself. Experience is in my opinion not needed in many games, it has just leaked in to non-rpg genres, because it's very addictive in nature. Making you want to play more to achieve higher levels or whatever, is good way to keep players playing.

In my opinion, experience is supposed to make players feel, that they are doing the right thing. Do stuff which yields high xp, avoid stuff which doesn't give you any. In this context, you should get most xp from achieving the games main objectives. Most games have some main objective, like capturing a base in fps, but there is also the incentive of killing enemies, which comes in the way sometimes.

None of us like to die in games. It's irritating in itself to be deemed worse in a situation, but also some games have long respawn time, so you don't get to play immediately after dying. This, combined with player kills yielding usually most amount of xp, can create situations where playing is just torture for the underdog team. Getting killed over and over again, without decent possibility to win while enemy is rewarded with xp, is not nice. Sometimes the enemy also stalls winning the match, because they are rewarded with some fixed amount of xp for wins, and get more in total for killing before winning.

Quitting the match would be a viable option, but with many games having some sort of punishment system for quitters, it becomes a situation where there is no good solution for the loser. Am I just playing games, where this sort of not thought through systems are in place, or are you also noticing this kind of development? How do you feel about winner getting "the whole cake", leaving only some crumples to the loser?

submitted by /u/Trugon_Gamriel
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What do people think are some of the biggest problems in MMOs and how do people think they could fix them

Posted: 31 Aug 2018 01:36 PM PDT

So I've noticed that MMOs seem to not have the best reputation among some circles and am wondering why is that. Some are obvious like the pay to win thing that seems to be common in a lot of games but I want to hear more detailed reasoning to why MMOs receive a bit of flak. While I've looked up a few MMOs with finding a few interesting and am interested in trying one out I'm a bit wary due to hearing the genre getting flak so I'd like to hear other peoples opinions on it.

I'm also interested to see if some of these problems or perceived problems can be fixed or handled better.

submitted by /u/bulls55
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Two interesting difficulty selection modes that could solve problems for developers and gamers.

Posted: 31 Aug 2018 10:08 AM PDT

So I had presented this interesting (not original though) idea in dark souls 3 subreddit.

Let me brief it here.

Rather than traditional difficulty modes or no difficulty mode.

Let me introduce to you folks-

1.Recommended mode

2.Experimental mode or custom mode or cheat mode or whatever you want to call it.

Recommended mode would give you or the player the "intended experience".

Experimental mode would give you full control over some basic parameters like player/enemy damage,health, etc.

You can also add accessibility features for people who are mentally disabled like slowing the game speed. Or you can increase the game speed for increased challenge. This mode does not need to be balanced,meaning you can tweak sliders as much as you want but also need to kind of check if it suits you or not. Of course the mode need to be balanced enough so that game does not freeze or crash or destroy your cpu. The mode will be kind of like a stable cheat mode like in gta games, celeste etc.

Eh... that's it.

If you want to read a little more and read some comments on DS3 subreddit about my idea. Here is the link

https://www.reddit.com/r/darksouls3/comments/8gk8qp/an_interesting_mode_that_i_think_could_improve/

So what do you think fellows? Any suggestions to improve this?

submitted by /u/baymax042
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Do you prefer isometric rpgs over third and first-person rpgs? If so, why?

Posted: 31 Aug 2018 09:07 AM PDT

Why do you prefer them? What makes them superior? If Elder Scrolls 6 has more depth than Baldur's Gate, would you still prefer Baldur's Gate?

submitted by /u/TechGuy95
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Hollow Knight is too non-linear and three times as large as it should be.

Posted: 31 Aug 2018 09:59 AM PDT

I think the reason the game's size is so brutally overwhelming can be explained with the sidebar from /r/metroidvania - this game lacks any "guided non-linearity." I was spoiled on what abilities this game has although not WHERE they are, and in my 16 hours so far, all I've found are the dash and the wall cling.

This isn't like Super Metroid or SotN where the map is carefully guiding you somewhere and you're none the wiser until a second playthrough, where you can say "Wow, this is pretty clever, the game is more linear than I thought it was", but Hollow Knight ACTUALLY is as non-linear as you think it is, which gives the game just... no direction. Unless you look things up, you have no idea where an ability will be. You simply stumble into them.

Maybe if I ever replay the game, I'll find this less of an issue, where I can hopefully remember more optional areas and make the game feel smaller. But right now, man, it's kinda suffocating.

We all know it's got a great art style and soundtrack, but I think some are dazzled by those elements and refuse to look at the game's core. What is your opinion on Hollow Knight and its strengths/weaknesses? Is it as great as people say or do you agree there are some flaws that can't really be ignored?

submitted by /u/january-
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A case *FOR* piracy

Posted: 31 Aug 2018 12:48 PM PDT

Warning: long post, it was too long for this subreddit.

https://justpaste.it/4k0k7

submitted by /u/TheHooligan95
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What are your guys's thoughts on TemTem?

Posted: 30 Aug 2018 07:42 PM PDT

If you guys don't know TemTem is a MMORPG that is heavily inspired by Pokemon. And I do mean heavily inspired by Pokemon. Honestly, even though I hate using the word it really does look like a Pokemon clone. In temtem you have to travel to different locations in order to get 8 macguffins in order to become the temtem champion. Doesn't that sound familiar? My problem with this is it's going down the formulaic route which doesn't really give it much of an identity. Pokemon themselves have proven that you don't need to use the gym to make a Pokemon (or in this case Pokemon inspired) game work, so- why can't temtem do something creative with the premise. In my eyes temtem it's just way too similar to Pokemon.

submitted by /u/Delphoxdude
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