(For my game design class, I have reworked my last post into a more formal essay)
As far as online games are concerned, League of Legends is generally recognized as having one of the most toxic communities. In fact, if you Google “most toxic game community” or “most unpleasant game community”, MOBA games like LoL or DOTA crowd the top results (as well as some mentions of Call of Duty). Why do these types of games breed toxic players? To try and figure this out, I tried to analyze my own behaviors and thoughts while playing the game. This might not be the most scientific approach, but it may give some deep insights on what is ruining the player experience for this game.
As far as online games are concerned, League of Legends is generally recognized as having one of the most toxic communities. In fact, if you Google “most toxic game community” or “most unpleasant game community”, MOBA games like LoL or DOTA crowd the top results (as well as some mentions of Call of Duty). Why do these types of games breed toxic players? To try and figure this out, I tried to analyze my own behaviors and thoughts while playing the game. This might not be the most scientific approach, but it may give some deep insights on what is ruining the player experience for this game.
The
most obvious reason for why I get angry playing LoL would be that I don’t like losing, and while that may be true, it’s not enough. As a counter-example, I
point to my own days playing soccer in high school. It’s important to note that
my team was not good at all. We would win a handful of games each season, but
for the most part, we would lose day in and day out. While frustrations were certainly shown after
some matches, for the most part the team remained civil. We were just there to
have fun, and while losing wasn’t fun, the act of playing the game was good
enough.
Perhaps
it’s the fact with LoL, there is something at stake with every match. I am
talking of course of LoL’s ranking system, where you gain and lose ELO for
every match. It’s a plausible theory, but again I would like to point out a
personal counter-example. In addition to soccer, in high school I played a lot
of chess. Unlike soccer, I was actually pretty good at chess, placing fairly
well in tournaments. When I did lose, I never really got angry, but rather I got sad. There was more at stake
here than my soccer matches (which was just a fun recreational league rather
than a USCF rated tournament), but when I lost, I had no one to blame but
myself.
That
might be the core issue. Unlike in soccer, when we lose, I can’t talk to my LoL
team afterwards and we can’t address the issues in practice. Unlike in chess,
when I lose in LoL I can point out another person’s mistake that cost us the
game. When I play LoL and lose, I feel helpless. And for a lot of people,
feeling helpless makes you angry. And if you’re angry, you’re more likely to
express yourself in a toxic manner. This is especially true if you are online
and have some degree of anonymity.
Helplessness causes frustration, which kills fun. Players specifically play games to do things they wouldn't ordinary do in their real lives. Helplessness is the last thing they want to feel while playing a game. Challenge in a game is good, but a player must feel like they can overcome it. If a player feels helpless, they will simply stop playing. Riot recognizes this problem, which is why they have started experimenting with ways to reduce the frustration as this Gamasutra article indicates. Only time will tell if they are successful.
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