This is especially true in competitive PvP games. This is why we have MMR, TrueSkill, etc. Its *purpose* is to give you an adequate challenge, a “fair match”… to maximize fun!
-
Show this thread
-
At some point, we’ve turned the concept of MMR into a MMO-esque progression system in every game. Ranks, medals, cosmetics, in some cases power progression items and so on. What works in an MMO doesn’t work in every game.
3 replies 4 retweets 30 likesShow this thread -
This has turned out to be problematic. We’ve given players the expectation that they will become a diamond player if they just try hard enough. This is not true. This perception breeds toxicity, especially among team games where you can feel others are “holding you back.”
5 replies 7 retweets 51 likesShow this thread -
Replying to @ckaleiki
I think the biggest reason for toxicity is that as humans, we have fragile egos. When we win, we attribute it to internal factors, like our skill. When we lose, we attribute it to external factors, like RNG, P2W, matchmaking, or “my team sucks”.
4 replies 22 retweets 85 likes -
Believing my team sucks protects my ego. And if I believe that, I get mad at my team and that often results in toxicity. Never mind that because of MMR we are all at the exact same skill level. My team doesn’t actually suck. (or at least, if they do, I do too.)
3 replies 2 retweets 38 likes -
Increasing pressure to win increases the emotion associated with winning or losing, and so I do think tying rewards (especially limited time rewards, which trigger loss aversion) to skill performance can increase toxicity, but I think it’s actually just amplifying the root cause.
3 replies 3 retweets 35 likes -
Dang. Like three days in and already dropping all manner of opinion.
1 reply 0 retweets 2 likes -
Replying to @micahwhipple @ckaleiki
oh like i wasn't doing this before thanks for the thought provoking thread, Chris!
2 replies 0 retweets 9 likes -
I completely agree with everything
@bdbrode said. It's a lot of egos and not wanting to take personal blame for anything. No one wants to be the reason you lost, or accept that maybe they're just not that great (yet). I find that if I just play to improve, I have fun and no anger1 reply 0 retweets 0 likes -
Replying to @MudsliideTV @bdbrode and
The question though is who is responsible for building that ego? Is it always present? Is it taught from looking at peers and mimic or is endorsed through game devs? What’s the root of the ego build? Do we provide the tools?
1 reply 0 retweets 1 like
You can start with people's parents. 
-
-
Replying to @micahwhipple @MudsliideTV and
Touché. Though to some we make those escape tools like digital parents. Could more failure and less hand holding reward help or hinder ego growth?
0 replies 0 retweets 0 likesThanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.