{"id":65537,"date":"2015-04-11T07:52:50","date_gmt":"2015-04-11T11:52:50","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/saying-less-talking-more-my-antisocial-multiplayer-experience\/"},"modified":"2015-04-11T07:52:50","modified_gmt":"2015-04-11T11:52:50","slug":"saying-less-talking-more-my-antisocial-multiplayer-experience","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/freedom-of-speech\/saying-less-talking-more-my-antisocial-multiplayer-experience\/","title":{"rendered":"Saying less, talking more: my antisocial multiplayer experience"},"content":{"rendered":"<p><p>    Freedom of speech in multiplayer is overrated. It's hard to    argue that when people have the power to say anything to their    teammates or opponents online, things can go south pretty    quickly. For every affable or witty stranger you meet in a    multiplayer match, there seem to be at least five players who    derive their self-worth through anonymous aggression. That's    one of the many reasons I've come to appreciate the way some    games utilize controlled conversation, retaining most of the    good and expunging the bad. They force you to be creative in    how you communicate, while feeling infinitely safer for an    antisocial gamer like me.  <\/p>\n<\/p>\n<p>    I've found myself drawn to two games that implement brilliant    systems for limiting - but not eliminating - the dialogue    between players. There's Hearthstone, where you can only communicate    via a stock selection of six basic emotes, with unique    voiceovers to match your chosen character. Meanwhile, you've    got the messaging system in Bloodborne, which continues the Souls series'    tradition of letting you leave notes for other players. It    relies on a fill-in-the-blank format that offers more    possibilities than Hearthstone, but still ultimately confines    what you're allowed to express to other players. And though I    can technically say less with these systems than all-speak text    or open voice chat, they make we want to socialize so much    more.  <\/p>\n<p>    If you've never been a shy person, the idea of fearing    multiplayer communication might seem strange. And it's not that    I fear the conversations themselves; it's more about the ways    they can detract from my gameplay experience by putting me in    an awkward or uncomfortable position. Nobody likes being    berated by strangers, but in the multiplayer arena, people seem    to assume that everyone just has a thick skin by necessity, and    that whoever's on the other end of that monitor or TV screen    can take it. Those assumptions create a space where one person    doesn't see the harm in a little smack talk, and another    observes something very hostile that they want no part in.  <\/p>\n<\/p>\n<p>    I'll admit, straight-up, that I can be a pretty antisocial guy    - the kind who's perfectly content to sit in his room playing    games while a party rages in his living room. But I can also be    outgoing when the situation calls for it (meeting someone for    the first time, a job interview, dating, and so on). It's just    that this extroversion can only be maintained for so long    before I need a break, and being chatty with people I don't    know on the internet feels like an expenditure of that same    energy. I still want human connection in games, of course -    otherwise, I'd simply avoid multiplayer games altogether. But    it feels like I've been conditioned to assume that taking part    in an online conversation with a stranger will either detract    from my experience or waste my time and mental energy    altogether.  <\/p>\n<p>    Riot Games has put a ton of effort and resources into reducing    'toxic player behavior' in League of Legends, spending what    must be thousands of dollars at this point to analyze what    makes people act like a-holes, and what subtle tweaks can trick    them into curbing their a-hole-ishness. But Hearthstone and    Bloodborne sidestep the need for any of these psychological    cues or slaps on the virtual wrist for bad sportsmanship,    because their mechanics for multiplayer exchanges simply don't    permit the kind of behavior that LoL is determined to correct.    They solve the problem by preventing it from ever happening in    the first place, without taking away the possibility for making    connections and building rapport.  <\/p>\n<\/p>\n<p>    The most obvious benefit to limited correspondence between    players is the fact that you'll never be on the receiving end    of a verbal assault, whether it's some pre-teen screaming at    you through a mic or a grown-up spewing profanities and racial    epithets like their life depended on it. But there's also a    strenuous side to any nice conversations you strike up with    strangers. It's that awkward feeling when you want to stop    talking, but they don't; when you seriously consider moving    someone from your friends list to the blocked list, just to    avoid that sinking feeling when they send you an unwanted    invite to join them. I can vividly remember playing World of    Warcraft and feeling like I owed my time to people who I only    knew through guild chat, prioritizing their concerns over my    real-life responsibilities. That's pretty unhealthy when it    stretches for weeks on end.  <\/p>\n<p>    My disillusionment with the value of online interaction wasn't    just a product of being a hardcore MMO raider, either. There    was that one time I was having a friendly chat with a Diablo 2    player, and we got to talking about how we both liked fighting    games. For whatever reason, he saw this two-hour conversation    as an invitation to ask if he could stay over at my house if he    ever attended a tournament nearby. Or the day that I    legitimately felt like a worthless piece of subhuman garbage    after being berated in League of Legends by a premade group of    teammates for losing us the game. Whatever made that Diablo guy    feel so attached, or those LoL players so hateful, exchanging    words was the root of the problem, and it made me vulnerable.    After a while, saying nothing just felt so much safer.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original post:<br \/>\n<a target=\"_blank\" href=\"http:\/\/www.gamesradar.com\/saying-less-talking-more-my-antisocial-multiplayer-experience\" title=\"Saying less, talking more: my antisocial multiplayer experience\">Saying less, talking more: my antisocial multiplayer experience<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Freedom of speech in multiplayer is overrated.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/freedom-of-speech\/saying-less-talking-more-my-antisocial-multiplayer-experience\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[162383],"tags":[],"class_list":["post-65537","post","type-post","status-publish","format-standard","hentry","category-freedom-of-speech"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/65537"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=65537"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/65537\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=65537"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=65537"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=65537"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}