Two years ago, I talked about countering toxicity via intentional game design. The example was Hearthstone, which continues to be relatively accessible and innocuous. Blizzard accomplished this by limiting non-friend player interaction to a handful of emotes. Granted, a whole new implicit language of BM (bad manners) has developed in the meantime, but there is both a timer attached to the emotes and, crucially, the ability to disable them from your opponent.
I bring this up for two reasons.
The first is that Supercell finally came out and addressed the rampant trolling emote spam that takes place in Clash Royale. And by rampant, I mean I get surprised when I do not see gloating emotes during a game. Supercell’s response? Trolling helps their bottom line:
The same principle – evoking strong emotions – is at the heart of why we’re not planning to implement a mute option. Emotes are loved by some and hated by others – even within the Clash Royale team! We believe these strong emotions are integral to the core of the game.
Clash Royale is not a single player game and shouldn’t feel like one. Emotes are an important reminder that you’re facing another human being – maybe they’re a nice guy, maybe they’re not – but there’s a person at the other end of the Arena and not a robot. You can communicate with them and they can respond, regardless of language or cultural barriers.
Given advancements in AI, it’s possible we’re already playing against robots.
Now, Supercell didn’t come out and say that this helps their bottom line, but… it does. Get spammed with emotes, get tilted, lose, then you buy a bunch of gems to unlock more shit. Or win against impossible odds, feel good, buy some gems. It’s all the same. Which is fine, whatever. But I still fail to see how adding the option, buried in the menus somewhere, to mute emotes automatically isn’t possible or would affect one goddamn thing other than the trolls.
The second reason I brought up Hearthstone is because, as I’ve mentioned before, Overwatch makes me salty. And what makes it worse is the direct communication feature between teams. Again, what possible good exists in letting Team A talk to Team B? Because what I mostly see is stuff like this:
Honestly, this is downright mild in comparison to the “die in a fire” and worse from the earlier days of gaming. Or probably current days of gaming if you’re a woman and have a microphone.
But the more time passes, the less value I see in having much in the way of communication at all in these sort of games. In MMOs? Yes, of course, there is a need to build social bonds and such. Nobody is building anything with emotes in Clash Royale other than ulcers and kidney stones. Nor with chatting in Overwatch, really. So… why have them in these games? Habit alone?
Unless, of course, your business model is based on exploitative psychology.
So what are the odds that Steam is selling RPG Maker VXA for $17.50 (75% off) the same day that RPG Maker VXA is a part of the Weekly Humble Bundle (i.e. buy it for $1)?
I mean, it can’t be all just some amazing coincidence, right? And I would imagine that the Humble Bundles are, err, less nimble than Steam sales. Then again, maybe this is actually Good Guy Steam for letting us use RPG Maker VXA for free before deciding if one American dollar is worth the risk. Tough call.
On a related note, I was all set to plunk down some monies on the bundle before I realized that I already owned RPG Maker VXA. I’m not sure how, when, or why, but I do. Back in the day, I used a similar program on the PlayStation to start up what would inevitably be The One game that broke me into the industry. But after spending literally 15 hours coding item stats via controller (Stone Sword –> Iron Sword –> Steel Sword –> etc) I decided that my dreams were dumb.
I still have a lot of ideas, but they are tempered in the reality of getting other people to do them.