The Other Kind of MMO: The Materazzi Problem - Twenty Sided
Shortly after I joined Goonswarm, they relocated to a different region of space in the north called “Deklein,” and more specifically the station in the VFK-IV system, which for years to come would be the de facto capital of Goon country. Almost immediately after moving they fought a war. Earlier in this series I promised not only a bunch of long, rambling stories but a bunch of long, rambling stories that contain potential game design lessons. Goonswarm’s war against another alliance called “Goodfellas” is one such story: it illustrates something I’m going to call the “Materazzi Problem.”
This is an entry in the middle of a series of essays about the author’s experience with EVE Online, but it contains a fascinating insight I’m actually ashamed I never figured out myself.
The reason competitive online game communities are so frequently toxic isn’t just due to lack of consequences or some kind of repressed negativity being inherent to competitive gamers. It’s because in many of these environments, toxicity is a competitive advantage. Hassling your opponents can distract them, provoke them into actions that backfire against them, or even make them concede just to get away from you. Getting comfortable with constant insults and offensive language makes you immune to these weapons and more able to use them, so toxicity will often spill into non-competitive places like forums and prevail even among friends and allies.
Such games thus actively encourage toxic behavior by default. This will mean more wins for the toxic players, but will drive away others, which is a trend worth fighting.