Fault-Finding vs Solutions

faultfinding

I overheard this conversation in one of my guilds, herefore to remained unnamed.

Person A was having a moderate dramatic episode, presumably why it was being publicly broadcast over guild chat.

Now I have zero context for what actually happened.

It may very well be that Person A’s performance was indeed abysmal and was pulling down the group, be it a 10-member raid or a 5-person fractal or dungeon.

In order not to feed any drama flames further, I, like probably 10-30 other online guild members overhearing, said nothing over guild chat to aggravate the situation and it ended there without devolving into a full-blown histrionic fit.

Inside though, I was fully sympathizing with Person A.

It reminded me of my own fairly recent experience at one of the “training” raids said guild had organized.

Every now and then I try to make the effort to attend one of these scheduled events, under the vague possibly-mistaken impression that I might be able to contribute in a positive way to the success of one of these training raids and help out others.

After all, while I’m not top-of-the-line with action/reaction and the video-watching meta strategies (merely passable to decent,) I do have all three wings’ encounters experience under my belt with my static raid group and multiple geared classes to offer. There’s something to be said for practice, after all.

Not to mention, it’s also a good opportunity for -myself- to practice a class that I’m less familiar with, since the phrase “training raid” usually equates to everyone having the expectation that success is not guaranteed (and to be frank, given the experience level of some of the players that join, not at all likely) but whom are also committed to offering a low-stress non-hostile environment for everyone to get some experience with the encounter.

Unfortunately, what usually ends up unfurling before my naturally critical eyes are some forehead-to-desk examples of the blind leading the blind.

Fault and blame can be apportioned to the wrong party, in a fairly haphazard, if attempted constructive manner. (Of course, in the conversation above, Person B was anything but.)

More specifically, the difficulty Person B exhibits is pinpointing the exact issue causing the problem and telling Person A how to solve it (or conversely, telling person C or changing the situation so that the problem is minimized.)

All they can see is, Person A is dying, therefore Person A must be the problem.

But -what- is killing Person A?

Is it something that Person A is doing, and really shouldn’t be doing?

Then what should be addressed is that action: “Hey, Person A, don’t stand in front of the boss. He cleaves / does a fire breath / whatever.”

Not, “STOP GOING DOWN, YOU RETARD.”

Hell, I’d accept, “YOU MORON, STOP STANDING IN FRONT OF HIS ATTACKS.”

That’s just me though. I have fairly thick skin. If I can learn something from it, I will.

Some guy did that to me in the dredge underground fractal, “FUCK YOUR PET,” and I silently acknowledged that this was the first time I was playing a necro in that particular fractal and that I had -no idea whatsoever- that the bone fiend would sit there and stop the boss from being pulled over to the lava bucket.

Issue succinctly if rudely identified. Issue promptly addressed.

I triggered the heal skill again, killing off the pet, and made sure that I didn’t spawn the bone fiend again, consuming it when I needed a heal.

(I might not group with you again though, cos that’s not a relaxing low-energy encounter.)

Something even more helpful, if you can see the person struggling, is to point the tell for the attack. “When Slothasor stands up on two feet, he’s about to fire breath.”

And even better, describe how to avoid it in a manner the person might be able to follow. “Dodge sideways or dodge -through- him to avoid it.” Or double dodge or jump or use skill X for other mechanics.

But what if Person A -is- doing everything (or most things, cos no one’s perfect) right? And -still- dying?

I found myself in that kind of awkward situation just the other day.

Mea culpa things: I was playing a staff elementalist. I have very little experience with staff eles, I have very little ability to self-adapt skills/traits/weapons to the situation.

I tend to play higher hp classes in raids and do accidentally run facefirst into damaging things without meaning to, because my other characters can take the hit AND I’m spoiled in my static raid with a very good healer that carries all of us and tops up our health in a couple seconds.

I may have tried to take on more responsibility than I could chew, under the impression that it would help the raid succeed.

Objective fact things: Staff eles are very squishy. The training raid group had no revenant in their group composition.

Non mea culpa things: My placement in the raid team’s group composition. The task assigned to me by the raid leader. Imperfect play by other raid members.

Basically, we were doing VG, and the instructions I received were, “Since you’re playing staff elementalist, which is ranged, please run green circles with the rest in phase 3 onwards.”

Beyond internally wincing, because I’ve never seen non-heal build staff eles running green circles to go very well, and said, “Okay.”

On the very first attempt, as I’m setting up my rotations and cheerfully beginning what I came to do, which is to practice doing as much dps as possible on a staff ele, out of the corner of my eye – what do I see? One, two… three? people running to the green circle.

Yikes. So I fling myself over to the green circle, just before the distributed magic strike happens, and then decide that well, I usually run green circles anyway as condi in my static group, I might as well just be the fifth all the time SINCE the raid leader had no confidence in the first place that four people could do it past phase 3.

This ended up not that great a decision because our particular group’s druid seemed only capable of topping up our health bars every second green circle at best, and did not seem to be predicting distributed magic strikes accordingly and topping up after.

The druid, frankly, seemed more focused on trying to heal the tank and melee group, running forward after every green circle to do so.

Mind you, in GW2 raids, the strict tank/dps/heal holy trinity doesn’t quite exist.

In VG, specifically, everybody in the raid takes overall periodic pulsing damage (thus encouraging the presence of a healer, because the self-heal is insufficient) and one biggest source of unavoidable damage is the distributed magic strike that comes from standing in the green circle.

(The boss’ forward cleaving punch also hurts, but some tanks can deal with it themselves better than others; and running into a seeker also hurts, but is generally avoidable if people bring enough control.)

I started taking an alarming amount of damage, so much so that I was forced to learn what my water attunement skills were in a hurry, losing all the dps I was supposed to be providing if I could stay in fire.

And let’s face it, I have very little experience on an elementalist, I have zero idea if my half filled red hp reservoir showing 5600 out of 11,000 health is sufficient to withstand a green circle strike.

Turns out, with no revenant or druid pulsing protection and me not having a faintest clue how to give myself prot or heal up further, 5600 is not enough.

I go down as the distributed magic strike hits the green circle, and blam, the raid takes a raid wiping amount of damage.

Twice.

I get called out for this, because hey, you’re taking a heap of damage and going down A LOT. What’s happening?

I point out that I’m at half hp just before the green circle strike hits, and going down as a result.

There’s a fun little discussion where the raid leader says, well, you’re not even supposed to be in the green circles anyway before phase 3, and I’m thinking to myself, if I wasn’t, how is it that just me going down in the green circles equals raid wipe? ie. someone else wasn’t running them.

I’m also internally thinking that there’s something a little wrong with the team composition because we’re apparently in a 4/4/2 split, minus a revenant (so I can’t even remember who was with the chronotank in the 2) but we only have one primary healer – of which I, and two daredevils are in.

There is another druid, which I suspect is primarily condi, in the other group of 4, along with another tempest elementalist and a burnzerker and something else I can’t recall, probably a reaper condi.

Normally, if there is one primary healer, a 7/2/1 split is used, so that heals and buffs from the 1 druid go out equally to all.

But here we have a situation where the primary healer and condi team is running circles, and they’re not even in the same group… and yet I am in the same group as the primary healer, but somehow not catching sufficient heals?

Is it a group priority buff/heal problem? Or is the healer just not aiming their heals in the right place, or using them well at all?

But you know, you don’t want to be THAT GUY.

Especially NOT that guy who blames the healer.

It just doesn’t look at all kosher.

So I say nothing about my internal thoughts, and agree very publicly and loudly-on-purpose that I will not be running green circles any longer until phase 3.

At least, I think, I will FINALLY be able to practice the skill rotation which was the reason I attended this training raid in the first place… right up to the moment when the green circle team falls apart because something else went wrong.

I also notice, though I am not sure anyone else does, that my character has been sneakily shifted out of the primary healing druid’s party and put into the group with the other elementalist and other druid.

The burnzerker takes my place in the first party.

The next VG attempt, we hit a 6.45 phase time, much faster than the previous goes, and my health bar doesn’t shift from 90-100% at all.

Unfortunately, we hit a bit of carnage in phase 3 when seekers are knocked into the green team and that attempt was a wash.

(I am also not trying -super- hard to rush for green circles. Hey, I’m the fifth, right? If I can make it, I’ll go. If I have low health and am going to go down in the green circle anyway, I’m not going. Because someone took issue with my going down a lot. So I will NOT go down a lot.)

In the subsequent attempts, we don’t get to phase 3 about 50% of the time, because in two highly entertaining tries, I see the -druid- go down in the green circle (where previously I’d drop first) and in the other also pretty entertaining attempts, I watch as the burnzerker drops to 3/4 health and starts expressing befuddlement that they’re suddenly taking a LOT of damage.

Hmm. Odd. -I’m- not taking any damage now. Must be you, huh?

Of course, in the interests of politeness and a civil experience, I leave all the above unsaid.

Instead, I mostly sneak peeks at my combat log, having resigned myself to the fact that I’m not going to get a really good opportunity to practice staff dps rotations (I have to switch to water every now and then and throw extra heals, the chronotank has started to periodically go down too.)

I’ve replaced the hope for practising staff rotations with a vague curiosity to figure out what the hell is going on with the heals, and just how exactly our leet static group healer can do what they do.

I still don’t really understand what was going on fully, but I did notice with some bemusement that I was catching more heals from the other tempest and myself in the new group I was in, than I was catching in my combat log from the prior group.

In the next static group raid I did, I started screen capping my combat log to record the leet druid’s skills that were hitting me. It was about 6-8 more skills than the other druid, including a water blast combo. (Dayum.)

Some day, if I ever get my ranger his elite spec, and maybe start doing more PvP or PvE with him… I wanna grow up to be more like leet druid.

It does make me wonder about the effectiveness of so-called “training raids” though.

We failed on VG several more times, never getting to the second split, and the raid leader decided to call it there.

I got some mumbled, almost condescending sounding, feedback about “you can improve by not going down so much” (no, really, did you notice I -stopped- taking damage once I was shifted to the other group and ceased running green circles?) and seemingly out of left field, a “tip” that I could use Overload Earth to give myself protection.

Which I’d grant is useful, as a potential survival tactic when shit hits the fan, if a little bit non-meta in terms of actually doing dps by not swapping out of fire.

It’s okay, I learned something else inadvertently – aka my static raid group’s healer is a god that works in mysterious ways – so it was still a valuable learning experience.

The point of raids is group coverage and skill synergies. The rev or guardian or druid with stone spirit gives protection, the PS warrior gives might and banners, freeing up the elementalist and daredevil to dps. (That is, assuming your ele is built for dps. You could build it to heal or what not.)

“Training raids” become almost a raid “hard mode,” in the sense that the group coordination and skill synergies probably aren’t there at all, and the group/role coverage is imperfect at best.

Best of all, I wonder if participants can actually learn anything from them, if they don’t have a self-driven analytical mind and/or lack the experience to contrast a “training raid” with a successful one.

(Not everyone is lucky enough to have a static raid group that knows what they’re doing. My raid guild has some 8-9 statics formed and only 2 clear all three wings regularly. The knowledge is disseminating though, the guild leader announced some substantial progress, eg. killed Xera, or killed Matthias, or finally got Sab, for other groups recently.)

Especially if they aren’t getting any feedback because other people don’t want to hurt their feelings or cause drama… or because other people don’t quite know how to give the useful, constructive kind of feedback.

I mean, don’t look at me, I couldn’t teach anyone how to druid for nuts, for example. I know nuthing. Zilch about healing. Please ask my static group’s druids. That’s what I’ll do if I eventually make one.

(But I -could- probably sit and dissect with someone all the ways to generate might as a PS warrior, and figure out why Person C isn’t giving 25 might stacks to his raid group. Or suggest a more helpful heal skill to use to a warrior that’s consistently falling over with healing signet slotted, and point out tells to look out for in order to dodge attacks.

Except no one will probably ever ask me, and I’d make a terrible grumpy hermit teacher anyway.

Nor am I about to just come out and say it to randoms and PUGs where the chances of them being receptive aren’t terribly high to begin with, unless I just happen to be -there- in that situation and I think one or two sentences might help fix the issue.)

This blind leading the blind, and those-who-know being unwilling to teach is a situation which I have not yet worked out a satisfactory solution to.

I often just end up wussing out, keeping quiet and bowing gracefully out of the entire situation after some time to leave the ignorant to it.

No doubt, others have decided to leave me in the dark and just vamoosed away from my noobish ways as well.

It’s not a new problem. Some three years ago, I was in one of those semi-casual, semi-hardcore mid-range guilds that prided itself on WvW participation. This guild worked out great for me, being unwilling to be insanely hardcore committed, but also wanting a little bit more organization than totally casual guilds.

It was, you know, fairly chill – meta builds not -required- but if you wanted to, you were welcome to and it helped strengthen the guild force being fielded, so all’s well that ends well.

Various guild officers would take turns leading, if you had the interest, the guild was also very open to letting anyone command, and the members would dutifully (if more than a little suicidally) follow your orders and let you learn what works and doesn’t work when commandering a rag tag bunch of the semi-hardcore.

Except. We had -one- commander that was incapable of learning.

Without fail, he would be decked out in the hardiest set of high toughness high vitality gear on his guardian and he would cheerfully fling himself head-on into a much larger force. Over-extending doesn’t even begin to describe what he did. Over and over.

Mind you, he died too, just ten seconds later than everyone else who had already been run over, either from following him into the fray and dropping to AoEs, or by getting surrounded because he’d entirely separated his front and backline by his own orders.

This guy was constantly expressing sheer bamboozlement that his strategy wasn’t working. “Guys, please, please follow me. We can do this.” (Cue the faithful group wipe.)

“Let’s try again.” (Cue less faithful less willing followers.)

“Guys, we went down because we were separated! All together now!” (Cue mostly massive carnage, and one or two people, me included, beating feet and running far far away from the suspected, then confirmed, train wreck.)

As usual, I had the fortune of being able to contrast this guy’s commanding style with other ever-so-slightly-more tactically sound ones. The contrast helped -me- to learn what worked and what didn’t.

(Granted, I do make a pretty terrible follower, being liable to independently up and decide to do something else, if the leader’s not convincing or competent enough for my standards.)

I’m not sure that commander ever did realize why people started making excuses and politely leaving his WvW raids some 30-60 minutes into the event.


I notice most of the time we just leave things be and assume that over time, people will bang into enough practice and learning encounters to figure out, or be told outright by someone sharp and thick-skinned enough to pinpoint the real issue.

I just wonder if there are any shortcuts to this process.

Guides could be written and recorded, but people still have to have the motivation to read and watch in the first place. Those types usually have the self-motivation to learn by themselves in most situations anyway.

Hell, they could be told outright by someone, but still be unwilling to receive the message, and/or the someone could be wrong as well.

Granted, one could also -not- have to tell someone in a nice way that they suck at X in the first place. A bit of clever diplomacy and swapping of roles, and the issue might go away entirely because the player is -good- at Y and someone else can do X.

I have very little skill with this sort of diplomacy and indirect constructive solution finding. It may however be one of the better ways to resolve these types of people problems.

It’s something to think about, at any rate.

NBI: Talkback Challenge #1

Great big wolfy yawn...

How GamerGate affected me: It didn’t.

Not interested in Twitter. Not interested in social justice warriors.

I don’t need a self-elected “look-at-me” celebrity purportedly fighting for “my” rights. Keyword: fighting.

fighting
ˈfʌɪtɪŋ/

noun
 1. the action of fighting; violence or conflict.

adjective
2. displaying or engaging in violence, combat, or aggression.

Like Tyrannodorkus, I chose not to participate.

I neither want to enable or acknowledge.

You may very well have a point but if you use the wrong means to do it, it can very well become counter-productive and shoot your own cause in the foot (or knee)… several times over.

Extroverts or those with a western bent (or perhaps just the activists with the herd mentality and lack of critical thinking) may think this bystanding behavior is “hiding” from issues and allowing more vocally obnoxious groups to get their way, that if you don’t automatically join up with every social group that comes your way espousing the same belief, that you must be “against us” if you’re not “with us.”

*shrug*

I’m an introvert.

I come from a pragmatic culture that blends both east and west in equal measure, that is used to keeping their heads down when political speeches start getting thrown around (cos you can get sued or thrown in jail for saying the wrong thing against the right people) and finding other quieter (almost sneaky) non-confrontational ways to affect change and sway the hearts and minds of a populace over time.

I don’t believe in binaries, dichotomies or black-and-white thinking.

The obnoxious people are doing just fine making a fool or a nuisance of themselves and getting into car accidents with a lamp post (in the case of obnoxious drivers) without anyone’s help or involvement. In fact, you risk getting hurt via their stupidity and confrontational behavior if you do join them. Let ’em win their Darwin Award elsewhere.

You don’t feed a troll with attention. You starve it by utterly ignoring it and not letting it succeed in getting a rise out of you.

(You can also quietly moderate them out with as little fanfare as possible so that their efforts go unnoticed and unremarked, or even better, costs them money, which makes them take their focus elsewhere to someone more “fun.”)

No need to bring yourself down to their level or get into a car wreck fighting with them.

You want to know who I think the real game-changers are?

The many girls and women who are simply out there playing games each day, making it a perfectly normal, everyday, boring, no-need-for-commenting-on experience. (“Dude, I Played A Game With A Girl Today!” would be kind of an amusing blog post to make in this day and age, right?)

Everybody who just goes right on ahead in our games treating everyone equally, following female raid leaders just as respectfully as male ones without a single off-color comment or sexist remark.

Folks who build, lead, join or support communities where mature, rational, respectful behavior is the norm.

Whoever in the game industry who supports and introduces more choice and customization in art assets and the depiction of PCs and NPCs to represent a broader and more diverse representation of humanity (and other fantasy races.)

It’s a slow process, but patience and little everyday things change minds and cultures a lot more successfully than direct adversarial confrontation.

We can normalize open-minded behavior through our everyday actions – you don’t reject sexism (or any kind of -ism, really) by waving a banner or noisily cheerleading and then feeling good and continuing on with your lives like you’ve done your part:

  • You reject it by treating everyone you meet equally regardless of their gender (or whatever)
  • You reject it by choosing not to label others or thinking before you say sexist (or whatever-ist) things
  • You reject it by calmly saying, “hey, that’s not cool” to someone acting like an ass and proceeding to model desirable behavior
  • You reject it by creating and supporting positive egalitarian diverse communities that can discuss and dissent (not ghettos of one color or gender, or cults that support only one way of thinking, or groups that automatically default to dichotomous “us vs them” viewpoints)
  • and by teaching the generations to come to be just that little bit better a person than our generation.

Until then, here’s Jeromai – the wolf of indeterminate gender, providing a perfectly gender-neutral blog, hoping to make a point of their own – signing off.

No, seriously, have you got nothing better to do than to
No, seriously, have you got nothing better to do than to keep fixating about what’s down there?

NBI Writing Prompt #3: “Dude, I Played A Game With A Girl Today!”

“It’s Just A Game” – Or Why We Can’t All Just Get Along

I’ve been ping-ponging back and forth from a series of blog posts, enjoying a great range of shared perspectives about PvP.

  • Somewhere along the way, Zubon produces an informative little aside about a new term that may be useful when discussing PvP – “Contested”

Naturally, when I read so much thought-provoking stuff, my mind goes into overdrive and starts to try and make sense of it all.

Mostly because I’m super-puzzled by my own reactions, where I generally agree with a good part of most of the things said in -every- post, and then come to a screeching halt at certain paragraphs and think, “Er, no, sorry, I don’t share that particular viewpoint” or “Wait, I’m like that in this one particular game, and like this in some other game.”

Also, one of the things I like most about reading other people’s opinions on their blogs is that I get to try and pick out the reasons for why they hold a particular point of view, and then attempt to bring it together to form some kind of generalized theory about why people play the games they do – it’s a fascination of mine, if you can’t tell from the name of my blog.

I find it’s also helpful for further discussion, since players are better able to articulate what precisely they like or dislike, and for future developers to then try and design games that put these various preferences together in unexpected ways, rather than just clone whatever has worked before.

Let’s start with some ground rules, since PvP vs PvE can end up as a very loaded and heated subject matter, and I’m simply -not- interested in the same old boring rehash of “PvPers are evil, PvErs are carebears. WE don’t want to associate with THEM.”

Name-calling and dismissing another person’s interests, or unique perspective thusly, is not productive for a shared dialogue.

I’ll be doing my best to try and avoid it for this post, though of course, it’s sometimes fun to write with a very subjective slant for hyperbolic effect, or useful as an emotional release to vent and so on.

You see, I recently attended a talk on mediation, where the speaker shared something I found rather insightful and helpful.

There are generally three ways human beings use to resolve a conflict:

1. War – Being ”right” through might or power. The victor gets to rewrite history to suit themselves.

Yep, through history, this has been a well-used means of settling disputes. Basically, you wipe out or defeat or otherwise try to dominate the other party into agreeing to your point of view.

I’m sure you can think of so-called “marriages” that have essentially descended to this level of negative-sum combat, where one party wins at the expense of another, and both may have bled or been hurt during the conflict it too.

2. Logic / Justice – Determining who is “right” or “wrong” through a series of arguments and fact-finding.

This is the realm of our legal system, where countless lawyers are paid to debate in front of judges (or a jury) over which individual is “objectively” right or wrong. Someone wins and someone loses, the loser usually has to pay the winner in some way and usually isn’t left very happy at all.

The problem with this style of conflict resolution is that it’s very binary and not at all suited for certain situations.

The example the speaker gave was being a grandparent to two siblings involved in a dispute over toys. If one turned it into a farcial trial where one takes each sibling’s statements and uses CCTV cameras to properly determine “who started it” and “who should be punished,”

a) The siblings’ relationship wouldn’t improve at all and they might grow up hating each other.

b) The children’s parents would probably think the grandparent had gone around the loony bin.

c) The overall objective of having a harmonious family where the siblings learned how to get along and play with each other and share their toys wouldn’t be achieved.

I might even suggest that this is something that gamers have been doing for a very long time now and that none of us have got nearer to any sense of satisfaction beyond “Duty calls. Someone is -wrong- on the Internet.

So what’s the third method?

3. Diplomacy / Mediation – Bringing all parties to the table to talk things through and try to come up with mutually agreeable solutions to everyone involved

It’s not an easy thing, of course. That’s why there’s a whole profession or two dedicated to it.

And long, entrenched conflicts that stretch generations can take an equally long time to resolve, or serious amounts of dedication and perseverance to the overall goal (be it peace, understanding or just a mutual agreeable separation which still caters and cares for the kids.)

But it is this third solution that leads to a potential net positive for everyone involved.

(I’d add on that there’s a fourth method of dealing with conflict – which is less conflict resolution and more conflict avoidance. I’m guilty of resorting to that quite a bit, sometimes. It’s useful when the conflict is really quite trivial in the larger scheme of things and you don’t really mind letting the other person “win,” but there -is- a loser in this situation, and this can build resentment and grudges when it’s more important an issue.)

The speaker then told a story of two sides in history that were so entrenched in hate and a cycle of violence that it took years of patience to negotiate a peace agreement – and even then, certain key individuals were killed off by violence and the passage of time before the remaining parties could come to any sort of understanding.

Anecdotally, an old woman who was very invested in the conflict (after all, her whole life had been centered around it) asked one of the leaders that was instrumental in pushing the peace accord through how he could conceive of doing this, after all, wasn’t he honor and duty bound to kill or defeat his enemy?

His reply: “Do I not defeat my enemy by making him my friend?”

You may, or may not, share this same belief or think it’s a worthy goal.

But I’ll make an appeal to your self-interest and suggest that it is only the third solution that can actually expand the pool of people you can play with, that increases the number of people interested in playing the game you like.

In every other solution to conflict, you separate yourself from a bunch of people you won’t ever play with, because eew, they’re different from you.

So how do we start coming to the table and finding commonalities with which to work from and begin?

We move from arguing about positions to focusing on interests – the WHYs behind our positions – and listing out what they are.

For example, I’m pretty well stuck on certain positions and values. I get very twitchy and intolerant of games that put vertical progression front and center, and I really hate elitist or close-minded viewpoints being outwardly expressed.

Why?

I don’t want player improvement and learning to be masked by a number that merely grows from time invested. I don’t like that old artifact and hold-over from the devs trying to incentivize people to hold on to subscriptions. I basically don’t have such constant chunks of time to invest simply to stay competitive, and want games that demonstrate that they value my time more. I don’t want players to fall back on a number as an excuse for not increasing their skill or knowledge at a game. (That last, you’ll note, is a little value judgement that has slipped in.)

Why?

Because I believe that a player would appreciate a game more when they have sufficient skill or knowledge to play the game at a certain baseline or level, and when they see the depth that a game is capable of. Because I want to play with players of equivalent skill or knowledge so that we can progress or learn together.

I also want a level playing field where a new player has a decent chance of coming in and right away defeating a veteran player, if he or she plays in a smart, strategic or more skillful way than the old player.

Why?

Because that encourages new blood to join in at any time. Because new blood joining at any time is what keeps a game I like going. Because I might be that new blood and I’d like to have a locus of control and useful things I can do even when new, and aspire to victory, without having to spend 3-6 months “paying my dues” and “earning my way” – I don’t have the time for a game if it makes me do that.

I don’t know if anyone else is seeing this, but when I list all this explanatory stuff behind the simple “I hate vertical progression” statement, I also see the opportunity for different ways to tackle these issues.

You can put players of equivalent skill or knowledge together by -good- matchmaking, or even ensure that only players with the same stats meet, even if the rest of your game has vertical stat progression because you know, Achievers like that sort of thing, incrementing numbers.

You can also try your darnest to bootstrap more players to a skill or knowledge baseline by plenty of tutorials or other means of learning/teaching or if you’re a player, writing guides till your hands fall off or teaching via mic until your tongue turns blue.

You can make sure that your stat progression isn’t absurd to the point of removing all possibility of victory from the new blood or low level, if you -must- have stat progression. Maybe 2-3 low levels can gang up on a high level or highly geared player and achieve victory that way, rather than have it completely impossible or require a raid of 50 low-levels to take down a high level or something of that nature. That might be a balance point that becomes more acceptable to more people.

You can also see that I personally don’t have an intrinsic aversion to PvP, if presented in the right way and with the same kinds of values or philosophies.

Another position: I don’t like bullying. I don’t approve of encouraging this sort of negative, toxic behavior, even in a game, and will not support or play a game that produces safe places for griefer and troll types to feed on others and thrive.

(Note: I do not lump all PvPers as trolls or griefers. I am very specifically referring to those players that are out to ruin another person’s fun and will go through all kinds of hoops to do so, as well as people who enjoy low-skill easy fun “fights” – ok, I’m having a hard time calling it a fight, a “gank?” a “walk over?” “not even a speedbump?” – by one shot killing other players via a massive stat advantage and repeatedly do it, in the hopes of getting some sort of explosive or frustrated reaction from their victim, or even PvE-only players that are used to using abusive or racist slurs on other people as a matter of course, flinging blame around on everyone but themselves and generally “not playing well with others.” )

This one comes very close to being about fundamental values and nears intractability.

Why? Because I believe bullying behavior does result in emotional stress and hurt on the part of the bullied, even if the bully thinks that their victim should just “man up” or “get harder” or “grow thicker skin” or “why so serious, lulz.” I do think that what happens in a game can leak emotions back onto the player behind the character and that we naturally behave the way we are conditioned or have become habituated to behave. I think the world would be more of a better place if games encouraged players to be decent people to each other more, rather than throw hostilities and toxic slurs at each other.

I do however recognize though, that other people may not feel that a game has that much importance in the larger scheme of things.

Or that a particular game is set up with a particular set of rules and boundaries and design to prompt players into acting in a certain way, because it’s the point of the game, to a large extent.

(I personally don’t equate the killing of a game avatar to the killing of a person. Especially not if it’s a MOBA or FPS where respawns are quick and consequences aren’t persistent and don’t last beyond the match. Other people seem to apply a distinctly more elaborate honor code to the whole affair. Couldn’t begin to tell you why, maybe those who have this belief can share.

But I’m not really interested in playing a game like DayZ where I get to act out or experience Lord of the Flies scenarios, because I’d rather not “be content” for groups of friends that play in this fashion. Especially if they’re talking on voice, I’m calling emotional leak into real world right there. Not feeding that sort of predatory desire. Other people are cool with it, cos that’s the whole premise of the survival game.)

Or that a game is in fact a safe place to harmlessly vent or release emotions and behaviors that they would not dream of expressing in real life, because games can be a form of escapism too.

I would, in fact, agree that it’s much safer and probably more preferable for someone to experiment with these things in a game, and get it out of their system that way, even if I might disagree and believe that it’s probably habituating them to behave in a more hostile and combative and domineering fashion, having learned that it’s a viable form of conflict resolution and practising it so regularly.

I would also agree that it’s in our mutual interests to BOTH have games that cater for our specific needs and values. Someone publicly acting like an ass in Guild Wars 2 will get promptly slapped around by the Anet GMs with a suspension or a ban. I have my safe place to game in. I see less trolls and griefers around in my game, while I still have PvP options that I enjoy and plenty of PvP here too.

They’ve got to have somewhere to go. Their safe place that allows them to enjoy themselves. If another game is brave enough to take them on and take their money, then who am I to demand that that game cater to me too? I’m busy over here in my game anyway. In fact, there’s a certain poetic justice in that those who share the same beliefs are spending time with each other, engaged in behavior they understand and find natural.

It may very well be that we find that one of us won’t play a particular game for whatever reason, but are perfectly fine playing another together.

In the same way, it may very well be in all our interests as gamers, to encourage a diversity of games – even those we won’t play personally – so that others may have places where -they- can play together.