The true opportunity cost of toxicity

PurpleYukari·9/4/2018, 3:40:58 AM·2 votes·2,847 views

We all know that toxicity creates negative experiences for other players and makes the game a worse experience. But a real cost of toxicity is that it negatively impacts the games quality. Instead of creating new features, balancing the game, or otherwise working on other aspects to make the game better some of the effort and money must be dedicated towards detecting toxicity and punishing toxic players. We may never know about the other nice things the well-mannered fans could have if people weren't jerks to each other. I'm really surprised nobody brought this up.

6 Comments

Shukr4n9/4/2018, 4:14:15 AM2 votes

Nobody, yeah. U are new to forum, arent yiu?

mlm olo mlm9/4/2018, 6:08:54 PM2 votes

Instead of creating new features, balancing the game, or otherwise working on other aspects to make the game better some of the effort and money must be dedicated towards detecting toxicity and punishing toxic players.

No, Riot chooses to do that. No one is making them. Nor is it required. Plenty of video games have been very successful without a player behavior department at all.

GreatWhiteNorth9/4/2018, 4:28:53 AM1 votes

Perhaps you should research your topic before writing a post. Everything you've described has been done, and is being done.

Mc Truck9/4/2018, 8:59:50 AM1 votes

It's riot choice to create multiple flawed and abusive punishment systems. Moba games have three real issues - leavers, feeders(running it down) and bad matchmaking.

Riot's abuse of verbal offenders is purely their choice. Most likely, ideological one - not financial.

Telephone Booth9/5/2018, 4:31:15 AM1 votes

The arguement could be made the other way to be honest. I dont really care what happens with this game, as it holds very little value in my life... but they dont have to do any of this "detecting toxicity and punishing toxic players". That's their CHOICE. It is NOT a necessity.

Edit: in fact, this is the first game I've played that tries to micromanage players' behavior.