Original Post
I have been thinking a lot about what makes a game fun, and why some want to spoil that fun for others. Yesterday, while playing L4D2, I (shamefully) admit to have started trolling. I would like to explore why and how trolling comes up in vidoe games.
Looking back at yesterday, one reason may be the broken ballance of the game. When one side seems superior, be it due to skill or non-player related issues (connection, better FPS rate, better headphones or mouse), the other can react by trolling. It felt like crossing an invisible barrier from "determination, ambition, wish of victory" to "laid back, meh, trolling". The game once again became fun, but only for me and another person who picked up the troll factor. So at it's root, trolling is the last resort for keeping up the fun of play, without quitting.
Trolling can be generated by boredom, unballance of power or just a game predisposition to be trolled. I imagine each person has an individual capacity for errors and in-game hazards -- frustrations such as buggy controls (F.3.A.R. is a great example of how slight interface glitches frustrate), lag, someone huffing into the microphone (for gods sake, people, turn that mic OFF if you don't use it at all) -- all these factors contribute to increasing the likelihood of converting someone into a troll.
Innately, some people are more inclined to become trolls than others. I can't imagine someone coming into a game with the sole purpose of ruining someone else's fun. But if such a scenario does happen, I can only justify it by real world frustrations. A person who had a heated conversation and wishes to play can either be very angry during play or troll.
I know all of the above has probably been said before and I'm not discovering America over here. My question to you, dear gamedev community, is how could a designer (or gamemaker in general) try and minimise the troll factor?
For me, one of the obvious answers is "don't make multiplayer". An NPC couldn't care less for a player that trolls him. It's not trolling if everyone is calm about it.
Another possibility is penalties, but those are rather tricky. It's like with the forbidden fruit -- you know you are doing something wrong, but it tastes all the better. So, generally speaking, a troll cannot by stopped by light penalties such as in-game score decrease or life take-away. At the same time I think that severe penalties, such as server bans, can be to harsh. This is a weapon one would use way too often, even against people who have been taken as trolls but were, in fact, ordinary people making ordinary mistakes. That is how I see Black Ops when my brother plays it -- at the slightest twitch or mistake, a ban or kick is issued (which, on it's own, can corrupt a player towards the troll side of gaming)
There are other systems I can't recall right now that try and prevent trolling -- but overall I think it's difficult to make such a fool-proof game. It would take too much time to design the safety mechanisms alone in any multiplayer game.
So what say you? Is it possible to make a troll immune game? Or must we endure this side of our gaming nature with calm?
EDIT: Grand apologies, I thought I wrote this in the correct forum. Please change this to the Game Design forum. Again, sincere apologies
Looking back at yesterday, one reason may be the broken ballance of the game. When one side seems superior, be it due to skill or non-player related issues (connection, better FPS rate, better headphones or mouse), the other can react by trolling. It felt like crossing an invisible barrier from "determination, ambition, wish of victory" to "laid back, meh, trolling". The game once again became fun, but only for me and another person who picked up the troll factor. So at it's root, trolling is the last resort for keeping up the fun of play, without quitting.
Trolling can be generated by boredom, unballance of power or just a game predisposition to be trolled. I imagine each person has an individual capacity for errors and in-game hazards -- frustrations such as buggy controls (F.3.A.R. is a great example of how slight interface glitches frustrate), lag, someone huffing into the microphone (for gods sake, people, turn that mic OFF if you don't use it at all) -- all these factors contribute to increasing the likelihood of converting someone into a troll.
Innately, some people are more inclined to become trolls than others. I can't imagine someone coming into a game with the sole purpose of ruining someone else's fun. But if such a scenario does happen, I can only justify it by real world frustrations. A person who had a heated conversation and wishes to play can either be very angry during play or troll.
I know all of the above has probably been said before and I'm not discovering America over here. My question to you, dear gamedev community, is how could a designer (or gamemaker in general) try and minimise the troll factor?
For me, one of the obvious answers is "don't make multiplayer". An NPC couldn't care less for a player that trolls him. It's not trolling if everyone is calm about it.
Another possibility is penalties, but those are rather tricky. It's like with the forbidden fruit -- you know you are doing something wrong, but it tastes all the better. So, generally speaking, a troll cannot by stopped by light penalties such as in-game score decrease or life take-away. At the same time I think that severe penalties, such as server bans, can be to harsh. This is a weapon one would use way too often, even against people who have been taken as trolls but were, in fact, ordinary people making ordinary mistakes. That is how I see Black Ops when my brother plays it -- at the slightest twitch or mistake, a ban or kick is issued (which, on it's own, can corrupt a player towards the troll side of gaming)
There are other systems I can't recall right now that try and prevent trolling -- but overall I think it's difficult to make such a fool-proof game. It would take too much time to design the safety mechanisms alone in any multiplayer game.
So what say you? Is it possible to make a troll immune game? Or must we endure this side of our gaming nature with calm?
EDIT: Grand apologies, I thought I wrote this in the correct forum. Please change this to the Game Design forum. Again, sincere apologies