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Context: we were living partially in low sec systems where PvP was allowed. That's where PvP players from big alliances came when there were no 5k ppl fights for system control.
I've noticed one enemy player consitently being very chivalry about fights. He returned loot to less experienced people he won a fight with and was always humble in both defeat and victory. He even once returned a very expensive module that dropped from my ship after he won a fight with me. And that showed clearly I wasn't a new player that needed taking care off.
That taught me a lot about playing and general behavior in life. That it's not always about your results, but it's always about your style.
That's the kind of troll I love. Technically they taught me another useful thing in the process, and it cost me effectively nothing because I could just reroll the character. High effort and low payoff is the best kind.
I never played EVE Online much, but I've heard there was a time some player were camp-killing newbies (known as Suicide ganking) in Jita star system which is a tradehub with a lot of activities. It got so bad CCP has to ban players who's doing that.
Another game, Elite Dangerous, also faces ganking problems, some people just doing it shamelessly (judging by the videos they uploaded), some even do it with cheat enabled.
Based on that, I think what you've experienced is rather rare. Maybe the individual are just a good person who's willing to do good even in a competitive environment, and you're lucky to have encountered such person.
Which is interesting, because the early Steam reviews loved the fact that the game was mostly cooperative. Most players were helpful or neutral, but some would attempt to kill you. This meant that running into other players was tense. Would they heal you? Would they help you take down a machine? Or would they rob you? You had to guess, and guess quickly.
Then there was a big influx of Twitch viewers who were just there for PvP.
I actually think the "mostly cooperative but not always" dynamic is a really interesting vibe, but probably a hard one for the developers to maintain.
You can’t always avoid people who are aggressive towards others, but I’ve found that my life is a lot more stressful when I work with aggressive people, so I actively try to avoid these situations and work in more collaborative environments.
So this is kind of something that has not been disclosed that makes TFA... less of a story.
[0] https://paulgraham.com/submarine.html
Does this serve any purpose?
Maybe it makes joining the military not too unappealing for teenagers.
1. Run
2. Think
3. Shoot
4. Live
By what metric, install base? That doesn't seem valid. And are you seriously equating minesweeper with a first or third person shooter? Minesweeper is almost humanitarian in comparison.
Besides shooters there are many puzzle games as well.
With that logic you could also dumb down chess to killing, because that's the core mechanic.
Shooting (and combat more generally) has proven to be pretty easy to make satisfy most of these criteria. There are other core styles of actions that do as well (say, 2d Platforming, or clean puzzle mechanics like in games like Tetris).
These mechnical factors matter, because it's often the case that people who don't like violence in games would prefer games to focus on other kinds of challenges that they find more socially good in terms of morality or ideology. But then they stomp all over the mechanical styles of issues I was just listing above, and the results is predictably game designs broad masses of players don't want to play.
I've worked on both AAA hyperviolent games, as well as with educators on learning games with what they saw as pro-social game play, so this is a divide I've had front row seats to.
And to make what I hope is a productive contrast, one of the really great things about Undertale is that the designer didn't make being peaceful in the game lame. It is (or was for me) actively fun to try to figure out how to not kill enemies, because you still have to engage in bullet hell dodging while you try to psychoanalyze your opponents, and that dodging (for players who like those kinds of mechanics) still maintained a lot of the properties I just listed above.
To make a more real-world comparison, my father-in-law was an extremely successful junior college tennis coach, and he has noted in passing that he couldn't personally see how anyone could invest in Olympic sports like figure skating, just on the level of taking the competition that seriously. And his argument (he wasn't being universalizing, particularly, just tying it to his experience as an award winning coach) was that the extreme subjectivity of judge ratings was really offputting to him, as a competitor. Obviously tennis can have bad line calls and other controversial judge issues, too - all human sports can. But I think his argument ties in with my original one here; a lot of game players really like clean, legible rules with clear good and bad states so they can invest in getting good at games and take pleasure in their good play. And, as I say, shooting and combat at this point often fulfills that well.
But aside from that, Campster argued in his video about violence in games (<https://youtu.be/wSBn77_h_6Q>) that violence is easier to program in an accessible way than nonviolence.
And then it's a feedback loop: video games get the reputation of being violent (perhaps undeservedly so, like Myst was outselling the original Doom, IIRC, but violent games made for bigger headline in mainstream media) => only people interested in that buy them => violent games are the best-selling => games...
My personal theory is that violent video games (and films and other media) are encouraged in highly militarised societies to desensitise their populations to violence - if you normalise it so it all seems like a game or other form of entertainment, you get a lot less internal opposition when you go about killing real people in other countries.
But I do mind shooting human being. I wish we would be more creative on that front.
Edit: but I know you mean shooting aliens or something similar.
Nowadays, you see that in the masterful omission of facts when news are reported (e.g. why aren't illegal trade embargoes mentioned when talking about poverty and instability in certain countries? Why are there no reactions when the thing they were confidently showing turned out to be false or GenAI?), or the way things are portrayed in videogames (why are enemies in military shooters almost always middle eastern? why don't you have to fight off racists, fascists, and corporate militia?), or the movies (why do we get shown mostly content where a single individual carries the sole responsibility of taking on the single villain?).
Sorry for the rant; games are indeed beautiful... There's some things I've been starting to pay attention to where you have to swallow or brush aside some propaganda so that you're allowed to play with your friends... And that makes me a bit upset.
It's as if it was weird that most dancing has a lot of putting one foot in front of the other.
Humans have historically been better competition than AI. Writing AI that is evenly matched with a human so as presenting a challenge that is tough but not unwinnable is much harder than just playing against another person.
> Maybe it makes joining the military not too unappealing for teenagers.
Someone should have told the US Army: https://en.wikipedia.org/wiki/America%27s_Army
(Surprisingly for a government project it was pretty playable)
Also humans are uniquely... human.
I play one of those extraction shooters and even a much higher ranked player, who would normally have no issue downing my team of three in an open fight, will eventually get worn down if we hide around and harass them. Also they might just lose patience earlier and start making mistakes due to that.
Hard to model something like this because people are different and react in complex ways.
Back when games were mostly 2D, a lot of action games got consolidated into platformers. Shooters just seem to be the equivalent genre in 3D.
I had the idea of taking classic 3d videogame levels and landscaping them with flowers and benches. Executive function got the better of me, I but I still muse about it from time to time.
(It came frustratingly close to this if you kept playing after beating the game, but there were still guns and still some hostiles wandering around, IIRC)
I thought Death Stranding was supposed to be less-stressful but I’m quite near the start and so far I’ve got to worry about items degrading, inventory management and enemies. I was just looking for more of a peaceful walking simulator game. I wish more games had a non-combat option, or maybe a “Jesus take the wheel” mode for the stressful bits that turns it into more of an interactive cutscene.
- spirit farmer - planet of Lana - far: lone sales - Dave the diver - art of rally
It was kinda weird considering the game type.
(the store page and gameplay videos are purposely obtuse, its one of those 'dive in with no precognition for best results' kind of games)
Player driven economies are a case in point. Everyone joins the game at the same level, and same handicap. Yet you end up with the same power law dynamics of wealth concentration.
Gaming is also one industry that does real research on online toxicity, and one of the more motivated sectors to finding a way to balance it out.
This is something that makes the frequency of cooperation in Arc Raiders somewhat anomalous.
Cohh Carnage’s Arc Raider streams and saw many genuinely nice interactions, especially on rubber duck runs.
Interestingly, Solo Arc Raiders has a very different vibe than team Arc Raiders. In the few group based streams I watched, players shot each other by default. In solo it was less competitive.
Next level, you medic and heal the hoovies. Winning every round automatically by not fighting.
There are so many other ways to chat and make friends without breaking tem balance.
Go play CS if you care so much about balance.