I see people complain about overcompetetiveness AND undercompetetiveness in team-based pvp video games, but i feel like the root of the problem is that designers dont make pvp games fun to lose anymore. What i mean is that almost every new and popular design convention from the last 10 or 15 years relating to pvp team-based games feels as if they were purposefully created to cultivate unhealthy competition and over-investment in the outcome of a match. Whether it's stuff like a battlepass, where you get more battlepass xp if you win. Or if you have a visible MMR that will take a hit if your teammates just happen to be fucking around. Or just the fact that game matches tend to be incredibly long these days and a lot of games punish you for leaving early or going afk. They all create this extrinsic force on the player to be incredibly invested in winning, and by extension they serve as ways to further punish the player for losing. Which feels bad when in all likelihood you'll be losing about half your matches anyway. And it's especially silly to me when you consider that most people already have an inherent and intrinsic motivation to win that DOESNT come with the downside of using meta progression mechanics to artificially punish losses.

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@Lucy i wish that ranks were something that one had to opt into instead of something that is always shoved in your face

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