A Passionate Player's Analysis of the Shortcomings of Player Behaviour
I'm going to preface this in saying that this is simply my opinion. I've never been chat-restricted, or banned for any reasons. I love League of Legends, Riot and the employees. I have been ultimately blessed by own interactions with all the Rioters that I've met on Twitter, League, or even in real life. League of Legends has coloured my life in a way that transcends words. I've made and met countless friends through this game. I have 0 regrets ever picking up this game.
I don't have a Psych, CS, HCI, Econ, Marine Biology (ily GC) or whatever degrees your analysts, researchers, and designers have. I have yet to finish high school and submit my RD apps to colleges. I don't have cross-regional, holistic, data-informed analytics pulled straight from surveys to even guide my opinion through this write-up. But as a player, I think I am still qualified to submit my opinions on the current state of Player Behaviour Systems.
In my opinion, Player Behavior should aim to:
- Promote good and frequent use of positive and encouraging comms and behaviours.
- Discourage negative and inflammatory comms and actions, both toxic and egregious in nature.
- Issue reasonable penalties for those that violate the Summoner's Code. The penalties should take a more holistic evaluation of circumstances, past behaviours, and the language used.
In an ideal scenario, the following outcomes would be accomplished:
- Reduction of toxicity.
- Adequate and due punishment for those who ruin the quality of games via negative comms or behaviours, including but not limited to inting, ragequitting etc.
- Make player interactions with the system meaningful and satisfying.
To help set out these goals, we have the following system (implemented by whatever designers in Meta Game Systems) in place:
- Chat restrictions set your Honour Level to 1, or if it is already at 1, to 0.
- 14 day-bans set your Honour Level to 0.
- Continual growth towards Honour Level 5 rewards clearly established/
This system has a couple of upsides to it: For one, it clearly establishes a punishment that dissuades players from engaging in negative behavior. Players who are generally positive get a clear progression towards whatever honour related goals they have.
Unfortunately, it also has quite a few downsides too. One size fits all shouldn't apply to player behavior in the same way that justice systems or merit systems don't either. There's a lot of nuance in the actions that people get chat restricted or banned for. In some cases, it's provoked by a factor outside of their control (another player ruining the quality of the game via inting or griefing). In others, it's less so as they choose to retort to personal insults made by another player(s). Still, there are players who just instigate the negativity and hence ruining the game for their team as they devolve into a war of words and insults.
I don't think that these people should be treated on the same level as eachother. I would imagine that it leads to a disillusionment of the system, and overall increases the frustration of people in the game "Argh! Why is this person who is blatantly stealing my camps to try and ruin my League of Legends experience getting of scot free, whereas I who told him to f*** off lost season rewards and the ability to play Clash?" I'm lucky to not have those experiences since I just let them do their thing, and for the most part accept it because they likely have some other issues in life that brings frustration or lack of satisfaction to them as well. Others may though, and these are your hardcore gamers, your core audience who genuinely does love video games.
As such, here are my primary criticisms of the current implementation.
Primary Criticism 1: Offenders Receive a Punishment That Varies in Strength Even Though the Actual Crime is the Same (can't figure out how to reword this better) Explanation: Somebody who gets chat restricted at the beginning of the year is less affected by the person who is tacked with a chat restriction in September or October. This is because most people who get restricted at the beginning of the year have a lot of time to bring up their Honour Level and receive Season Rewards. The people who get restricted at the end don't, and they are left with nothing. They learn the lesson the same way the person who took the lesson at the beginning of the year, and lose much more. Losing access to Season Rewards off of one bad game will probably feel terrible
In general, I think most of us have engaged in behaviour that closely matches the diction of those who are chat restricted at some point in our League careers. I don't think its necessarily a bad thing though, we often have bad days, and sometimes we need a little nudge to pull people away from that and allow people to be more understanding of player circumstances. If anything, it's an opportunity for growth as a player AND as a person. I would impose a less harsh honour reductions for players who get chat restricted for the first time, with more harsh penalties for those that AREN'T willing to reform.
Primary Criticism 2: Verbal Abuse doesn't ruin the quality of games in every case, yet the proportion of reports that people get reported for negative in-game chat receiving restrictions IS MUCH HIGHER than the people who run it down or hard grief.
- My first case of evidence would be CN and KR servers which have a much higher bar of accepted in-chat verbal abuse as opposed to the NA server. There is a bar of acceptance that is unique to each server's culture.
- However, people who are blatantly hard-inting, soft-inting while stating "my team doesn't deserve to win", or otherwise ruining the quality of gameplay by griefing, will ruin the game for the other 9 people in that game. Guaranteed. Frustration for the team the inter is on peaks, and the opposing team isn't playing League of Legends to its full competitive extent.
- I've literally needed to submit a ticket to report people who grief games because it doesn't IFS doesn't detect those sorts of things very well.
Honestly, I would just hand out chat restrictions to those who are just negative in chat all the time, giving adequate opportunities for reform and allowing players reforming see a sort of maturity scale as they reform. And for those that don't, harsher chat penalties. I would save permabans for people who spew egregious stuff like encouraging suicide or extremely racially charged statements, or in general ruin the game for the community via deliberate and actual griefing or inting.
Thanks for reading, and maybe give your own opinions about player behaviour in the comments. I'd love to hear alternative perspectives.