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The Future of Teabagging: How New Trends and Tech May Boot the Jerks from Online Games
Andrewh
Monday, June 15, 2009

Editor's note: Andrew argues that new trends and technology in gaming will reduce the potential for online douchebaggery. Please be right please be right please be right. Lots more after the jump. -Demian


A classic Penny Arcade strip (pictured above) succinctly expressed frustrations many of us have had with online multiplayer games. How many times have you heard someone say "I only play with friends?" How many times have you heard a pre-pubescent voice call you a name-not-fit-for-Bitmob-even-if-Seanbaby-posts-here? This major barrier to online multiplayer is set to change with the introduction of new feature sets, market shifts, and distribution channels that have been the talk of the first half of 2009. I'll take a look at where major players in the industry are trying to steer videogames and how (or if) they will affect the Greater Internet Fuckwad Theory.

First, how did we get to where online multiplayer game are today? It is a mean world out there, but it is something else entirely when you play a game of Halo 3 with strangers. It is vile, depraved stuff, and that's when it's good. To paraphrase Shawn Elliott: the Xbox headset is the worst thing you can put on your head this side of shotgun.

 

The prime example:

or

Shit talking and the like has always been a part of competitive videogames. Who (of a certain age) doesn't remember talking trash while standing at a Street Fighter 2 or Mortal Kombat cabinet? Or a late evening with GoldenEye sitting on the couch, socking your buddy in his arm for looking at your corner of the screen? It's part gamesmanship, part friendly. The difference between now and then is that you knew them and it was all part of the experience, and you were accountable for your actions, so nothing crossed the line.

As the Greater Internet Fuckwad Theory states, anonymity eliminates the good nature among friends. And with an audience...humor devolves to the lowest common denominator, cruelty, until it becomes cruelty for the sake of cruelty.

I don't play online multiplayer games. I don't have many friends who play videogames. And while I can say "With the little time I have for video games, I'd rather not waste it playing against a 12 year-old in God-knows-where just so they can kick my ass," this is becoming less of an excuse. There are online multiplayer games that have elegantly countered this, making your experience fun even if it's fraught with failure. Call of Duty 4's multiplayer mode in particular comes to mind, where it's alright to die all the time as you are still making some form of progress. The same applies to the beta of Battlefield: Heroes. And with the success of these modes, you can bet most games will attempt to incorporate these quasi-RPG elements into their multiplayer modes.

Unfortunately, even if the gameplay is fun in failure, it doesn't do anything to shield us from assholes.

Can this change? Will we ever be able to venture outside the comfortable confines of our friends lists? Three developing trends that may get us closer to a safe and hospitable online environment:

Trend #1: The Expanded Market

The above equation includes "Normal Person" as a variable, but I will say that this is a normal person in terms of videogames. When it comes to a hobby, there are normal people, at least in terms of the hobby. Golf, scuba diving, knitting...each have their own language, culture, and shared experience that sets enthusiasts apart from non-enthusiasts, at that's definitely true for videogames.

The 2009 E3 conferences showed a shift in marketing and product development, especially from Microsoft and Sony, in an effort to tap into the lucrative market that Nintendo has seemingly hauled out of nowhere. Simultaneously, Nintendo made even more strides to involve non-gamers in videogames with product specifically developed for middle-aged women, pre-teen girls, etc.

I recall a Saturday Night Live sketch from the mid-90s, where Mark McKinney played a character who was surfing the internet, speaking to a creep, but oblivious to the nature of the conversation.

"What are you wearing?"
"I'm in my pajamas!"

This naivety from a non-gaming, non-expert crowd could temper the ridiculousness of online gaming. As the SNL sketch implies, the internet was actually an innocent place where people met people because they liked people, where the exchange of ideas took place for the benefit of humanity! Or at least that's what they thought. Either way it was a nice place to be and not the cynical and ironic cesspool it has become.

Would the new market actually have an effect on the online community? The internet cynic in me has doubts, because, well...these formerly-non-gamers have access to the internet as well. The attitudes that contribute to a shitty internet and a shitty online community of gamers have also permeated conventional media: television, newspapers, magazines, radio. These days we're all jaded nihilists sick of LOLcats.

However, I will point to Animal Crossing. While you can only interact with friends, picture the same game plunked down in the middle of Xbox Live, with all of Nintendo's expanded market to go with it.

The only problem is, we'd have to play Animal Crossing. The actual penetration of these innocent videogame adopters would never make it into a ranked match in a game Bitmob readers are likely to find themselves. Maybe years and years of online bowling and fishing in Animal Crossing could create an "expert" videogamer online community willing to venture into hardcore games...but we'll have already broken their backs by the time they get there.

Prospects for change: not so much, but it could depend on a game's audience.

Trend #2: Social Network Integration

One major topic of discussion at E3 was the integration of social networks into our console and handheld personas. Linking gamertags to Twitter and Facebook is a first step in developing a "face and name" gaming community, where you are much more than a clever (maybe) reference and random string of numbers.

Incorporating your real-life identity (as much as real life gets on Facebook, which is leaps and bounds more than most social network sites) will make you at least partially responsible for your behavior online, simply by making you less anonymous.

While this is optional for the time being, I can envision a day when the more successful social networking sites become information standards. Already, you can use your Facebook account to sign up for other sites. Likewise for Google accounts and Yahoo accounts. Once upon a time, I had a Gmail address. And then all of a sudden, I had access to all sorts of Google services. With Microsoft in the videogame mix and stirring with a new dedication to its online presence, you can easily see a blanket account that will incorporate your online life, whether it be your email, documents, or videogame time.

One example of a "face and name" internet is found right here at Bitmob. Shoe and Demian, to their credit, created a site where usernames are invisible and every member gets a byline. So far, and this may be due to its small size right now, it is a great community with nothing but insightful and constructive feedback. The simple presence of a real name adds weight, consequence, and responsibility to your actions.

Of course, people are assholes at every level of anonymity, but tagging your real life (or the semblance thereof) to your videogame playing will stop the Greater Internet Fuckwad Theory for many.

Prospects for change: pretty good

Trend #3: Server-Side Videogames

The talk of GDC this year was OnLive, a server-side method of distributing games. Essentially, you subscribe (or purchase access, or something) to games which are run in server farms, and the game -- the video of the game, to be more precise -- is streamed to the player. The technology posed more questions than it answered, and while plenty of doubt exists concerning this specific service, there is no doubt that this is the future of videogames.

It will have major ramifications for the entire industry, but for the purposes of this discussion, I am interested in one of its minor features. The fact that all the processing is on the server side allows for virtually unlimited spectators. At this point we reach the audience portion of the Greater Internet Fuckwad Theory and one would expect an even greater quotient of Fuckwadness should this system be adopted.

But this isn't the whole story. In the comic strip, the audience refers to a small segment of people with whom you are directly competiting or working with. What happens if the very nature of the audience is changed? What happens when you have passive spectators instead of gamers whose direct agency is affected by your assholery?

I think that this potentially larger audience will make players feel more responsible for their actions, while simultaneously lessening anonymity, even if your name and face are concealed.

Of course, I can easily counter this and point to professional sports, where sometimes being an asshole is an art (the NFL's Bill Romanowski and soccer's Marco Materazzi, victim of Zinedine Zidane's famous headbutt, are but two examples). As you would expect with the comic strip, the greater the audience, the greater the Fuckwad.

I tend to believe in the former instead of the latter, especially in concerns of potential sponsorship. If you can provide an audience, someone somewhere will advertise. Even if it doesn't reach the levels of Tiger Woods/Nike dollars (and with the "success" of competitive gaming as a spectator sport so far, this may never be the case), the lure of money, sponsored subscriptions, or even something as trifling as beta test access will encourage better sportsmanship. Perhaps even explicitly, written into a business arrangement between player and sponsor.

Regardless of sponsorship, I do believe that the net change will be positive. If you have a passive audience voluntarily devoting their attention to you, you will feel some burden to respect that.

Prospect for change: On the positive side, but could be a moot point.

On the whole, I would say that online multiplayer is in for a change, if small. And it's high time that it happened. For too long this insular world has been the haven of foul-mouthed youngsters, ignorant hate mongers, and simply silly silly people.

However, the greatest change can come from you. The average videogame player is what, 30 years-old or something? We're adults, we can act like them.

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Comments (12)
Default_picture
June 16, 2009
Acting like adults would makes our parents proud and give me the I told you so speach. That it would also mean we would have to grow up.
Default_picture
June 16, 2009
On Xbox Halo 3 has a mute all and a mute other team feature that resolves this. For the rest, since NXE you can party up, thus muting all the fuckwads. Some games also have a quick mute feature and a one button press review to avoid said fuckwads. I would also file a complaint, after so many the account will be punished with a temp ban. I can't speak for the other systems though.
Robsavillo
June 16, 2009
I think the expanded market can only make things worse. In my anecdotal experience, the more popular the title, the more likely you'll find fuckwads in your game. And there's still the key factor, anonymity, which an expanded market does not address.

I don't agree with your prospects for trend #2. Unless such connection between gamertags and facebook profiles is mandatory, there's no reason to believe that your fuckwads won't still have anonymity. This would also require that services like facebook require members to maintain a real profile; I don't believe there is anything stopping people from creating fake identities.

And frankly, trend #3 puts me on edge. I'm not down with the concept of games as a service -- the World of Warcraft business model is not appealing to me. But I didn't realize that services like OnLive were going to allow passive observation. Regardless, the issue is with the people you're playing with, not those watching, correct? I don't see how OnLive can make a difference as players still have anonymity.

I think the problem here is that you're focused on primarily technological solutions to a cultural problem. Fuckwads will always be fuckwads until someone in their personal lives convinces them to stop being such a fuckwad.
Brett_new_profile
June 16, 2009
Whenever I jump into a multiplayer game with strangers on Live, I do two things:

1) Plug in my headset.
2) Leave the headset on the couch.

That solves the problem for me.

And I think Rob's right. It's going to be very tough to shift from the anonymous culture that thrives on the Internet to a known one. Forcing console users to reveal their names opens up all sorts of privacy concerns...
Default_picture
June 16, 2009
Anonymity is the absolutely the key here. It will be interesting what affect, if any, the linking of social network sites and gamertags has on this kind of behavior.

It's sad to say, but it's stuff like this that keeps me away from playing any type of multiplayer any more. I've been gaming for a long time (mid '80's...geez), but as I've gotten older, unfortunately my priorities have changed so that I don't get to play as much as I used to. I still try to keep up with everything, but as I moved on in life so did all of my friends who were into gaming. Out of my social group now, I'm the only one who games on a semi-regular basis. Having no other friends that are into gaming makes me less motivated to play, which goes to prove that healthy competition is a good thing.

Because of my recent lack of hands on time with games (or even quite possibly the dreaded "Old Man Hands"), my skills are obviously not as sharp as pre-teens who have no other responsibilities, other than to plop themselves in front of a console. So do I enjoy myself when I try to play online multiplayer and not only do I get whupped but I have to listen to ignorant, hateful crap? Believe me, if it was purely based on skillful play, I would find a way to put more time in so I could compete with some dignity, but it's hard to hold yourself up to a certain code of ethics if those you are playing with do not.
Default_picture
June 16, 2009
I am willing to bet my big prize against the fact that 11-25 year old fuckwads don't care if you know their name or not. What can you personally do anyway. IMO only stiff consequences can curb the fuckwad population. Bungie has done A great job of taking the audience away and following up on cheaters. What they have done has changed multiplayer chat for the better. Its now something I expect on top FPS titles.
Default_picture
June 16, 2009
If more gamers thought and acted like the author of this article and most of the people posting comments, I would actually have people in my Friends list on my Playstation.

This article is one of those where you think: "Thank GOD someone feels exactly like I do." It's nice to see it. I still feel in the minority, however, in that I play games for the love of the games themselves. (And like others in the comments, have limited time to play them.) As such, I am interested in playing with like minded individuals who do things to facilitate the enjoyment of other gamers. This sort of person is ridiculously hard to find and shouldn't be.

If I'm playing COD4, for instance, I would like to actually use tactics and co-ordinate with other players, like the game designers encourage you to. If I am new to a game, I'd like someone to maybe make themselves available to answer some questions for me about how I can catch up to everyone else's level of play so I am a more useful teammate/challenging opponent. You don't need to babysit me. Just help a newbie out, that's all. If you are kicking my butt, killing me repeatedly, whatever, while I am learning the ropes of the game, there is no need to cram it down my throat, just to be an ass.

I have had a hell of a lot more fun playing Bioshock by myself than I have with Call of Duty, and that is really a shame since multiplayer has so much potential.

I agree with Joshua above; until being a jackass online has consequences- real ones that hurt- you probably won't see an end to this.

The only solution right now, in my view, is to dig around for players who feel the same way I do. So, if anyone out there on PSN wants play games for the enjoyment of games, shoot me an email- [email protected]
Default_picture
June 16, 2009
This won't end until they invent a way to punch someone in the face through a broadband connection. People just don't care what happens when the person on the other end of the connection can't have a physical impact on them. The Street Fighter trash talk never went into homophobic or racial areas because people KNEW that they'd get they're face rearranged.

Oh well, someone needs to get to work on that Tron laser so we can digitize over to these turds houses and show them how cool it really is to be an internet tough guy.

Oops, Tron reference, is my OLD showing?
Default_picture
June 16, 2009
When people are assholes online, it only gives me motivation to give them a beat down. Luckily, I've usually been able to smoke the perpetrators in Halo, so they often shut up after getting worked, but yeah, it's a shame it happens. Honestly, I think the Internet only brings about the feelings people are hiding. The media made it look like racism disappeared after the 60s and after Obama took office, but it's obviously just as prevalent as it's always been--only now, it has moved underground.
Default_picture
June 16, 2009
@John A La Grone
That's pretty much exactly the way I feel. These days the option of multiplayer is irrelevant to me, I'm looking for a solid single player game I can get lost in due to the limited ammount of time I can devote to games nowadays. And the point you mentioned that "there is no need to cram it down my throat, just to be an ass" is just the point I was making, so it's good to see I'm not alone here.

The only thing I start to worry about is the perception that, because of my viewpoint, I'm trying to pander to the whole "back-in-my-day" old-school gamer standpoint. You know, "these good-for-nothin' kids better git off my damn lawn" type of thing. Hey, I might have grown up with console games, but I'm not "old" (at least, 28 wasn't considered old the last time I checked).

But maybe this does bring up the issue of the generation gap. Older gamers tend to have grown up in arcades and having to actually be in the same room as your opponent while playing multiplayer, so they were brought up with much more integrity. You talk shit as long as you can back it up and you don't mind saying it straight to a person's face. The new breed of online-only multiplayer games will only spawn jackass after jackass until...well, I really don't have an answer to that one.
Default_picture
June 17, 2009
I think the ability to mute quickly is the best we're going to get. Although, I do know that Xbox Live is banning people for nasty trash-talk. I have some students that I played Gears 2 with, and two of them were banned last month because of their potty mouths. The system won't keep you from having to hear people act their worst, but it does seem to work after the fact. Whether or not people actually learn from their punishment is debatable.
Default_picture
June 17, 2009
I've literally stopped playing Halo 3 online because of this sole issue. The only time I'll make an exception is for an MLG practice session with people who WANT to compete for sport. There's a lot of psychology that goes into decoding why a person does what they do. I'm no expert, but I honestly think that it's simply the overall attitude of the younger generation--that being, "The only way I can make myself be/feel good is by being Kiss-ass or Making other people kiss mine." Then add onto the lack of accountability these days, it's always someone else's fault. Personal solution, Fines. Every offense done, a $20.00 fine is payed. People can always just go make new XBL accounts for $8.00 if their account has been banned. In order to change the attitude their needs to be some sort of enforced consequence besides losing a disposable account.
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