The pinnacle of competitive game design is shifting the fun:unhappy ratio to be more positive than the average win:loss rate. When I try to stray from casual TF2 into a more competitive shooter, I end up having less frequent highs and lower lows. Competitiveness drives an addictive psychology, and I just have to stay away from them
@FaceD0wnDagon8 ай бұрын
TF2 also has a thing where good players can pull a team UP just as fast as a bad player pulls it down, which is not true in all cases. In a lot of games, a team of mediocre players will stomp a team of a mix of good and bad players, because they're built around this idea of "just do your job, hey look teamwork," which penalizes shortcomings far harder than it rewards good play.
@saveriodaloisi17427 ай бұрын
basiclly tf2 doesn't need team gameplay, all classes can play by themself and maybe even win against an entire server
@AshuraKojiro8 ай бұрын
Your ability to sync up the fucking symphony strikes with the actual tantrum slams SLAYED me.
@andymcclurg991610 ай бұрын
Water bottle smacking to classical music was incredible
@FrommerJacobsnumberonefangirl10 ай бұрын
commenting for algorithm man. Youre content is so deserving of everyones attention!!!!!!!!!!!!!!!!!!!!
@Command_B10 ай бұрын
Thanks for the support!
@vespixx8 ай бұрын
same
@hekaen8 ай бұрын
Dude thats so F ing good, im genuinely surprised this only has 80 likes. Keep up the good work!
@moonsick30588 ай бұрын
Very informative and interesting topic! Thanks for sharing this!
@ButWhyWasTaken7 ай бұрын
7:05 matchmaking can be bad, there are literal patents to pair lower rank players with higher rank ones to make lower rank players spend money in games with pay to win elements but mostly it's that human are unreliable messes and just because someone got to a certain rank doesn't mean they are always going to perform appropriate for the rank. And in all games where gameplay is often party a vs party b it's relatively easy for bad players to get carried by stronger party members, regardless of whether these are friends or the weak player just got very lucky with the matchmaking algorithm. Also, these are video games so many people will play normally but not making a massive effort because they play to relax from work or school and have fun more than having a true focus on increasing their rank.
@MrKlausbaudelaire7 ай бұрын
I think what also curses OW is the balancing. They allowed far too many heroes to be low skill + high damage, take for example Bastion and Winstom, they can absolutely WRECK other heroes with ease and require barely any aiming. That makes it quite frustrating to play with high skill heroes like Illari or Widowmaker that struggle with their demanding kits while the Mercy or Phara are just outperforming you with the mechanical skill of a toddler.
@MatNotMatt8 ай бұрын
jesus yes, it feels demoralizing being mvp in a game and still losing makes you feel like shit because you feel like you either have to carry your team or that youre bad at carrying
@aolis24 ай бұрын
Great video. Have the same issues with valorant... always smurfers, toxic mates or mate which goes afk... its not fun anymore to play but at the end of the day i will play it again...
@mrmagnamalo78647 ай бұрын
I generally just play single player or play as the main part of the team because in most games I have useless teamates and somewhat difficult but I might be able to destroy the entire team or solo multiplayer
@InsertName40410 ай бұрын
quality video
@Command_B10 ай бұрын
Much appreciated!
@vividdaydream15168 ай бұрын
Overwatch's "curse" comes from _reneging_ on their initial player promises and drastically changing their "intended audience" within 2-3 years of OW1's launch. Overwatch 1 was originally promised to be a game where non-fps players could have fun without being bullied by hardcore tac-shooter veterans, and they could gitgud/carry without ever being forced to play an aim-dependant marksman character. Meanwhile, Overwatch 2 (and even late-life OW1) is mainly intended for hardcore tac-shooter fans, and non-skillshot playstyles have a hard glass ceiling on how much impact they're "allowed" to have compared to marksman characters.
@CybeastID4 ай бұрын
Don't forget how OW2 promised a whole-ass solo story campaign with an upgrade tree....and gave us NONE of that.
@bible.animations8 ай бұрын
I like your videos bro keep it up!
@kisskoyo8 ай бұрын
Yeah there's so many problems with hero shooters imo... This may be besides to points of the video but the sell of the genre is that you can express yourself through different playable heroes etc but in reality atleast in OW you have to pick heroes all the time to carry your team. If I play something I enjoy I get called retard etc all the time so I find myself muting all chats and voice coms to be able to relax and enjoy myself, but what's then the purpose left of it being a multiplayer game?
@Lucios19958 ай бұрын
I heard they try to give you 50% lost and won games on Overwatch with the matchmaking?
@ButWhyWasTaken7 ай бұрын
3:00 Not quite correct, the auction house was cursed because of the contradiction of the purpose of the rest of Diablo's design being to obtain items strictly through ingame actions while the auction house added the option of obtaining them through external means and especially because this was such a favored way to get items that it strangled the other means of getting items, people would farm for real money and without spending real money you could not hope to get good items other than hunting yourself. HOWEVER the basic concept of trade or auction strictly with regular ingame currency not tied to external currency (i.e. also not any ingame currency obtainable by spending real money) is not truly contradictory. The point is that while it's more fun to find stuff yourself (and tbh in Diablo clones I always end up playing by myself cause trade would ruin the fun) eventually players will inevitably reach a point where trying to obtain items yourself stops being fun altogether and no longer offers an incentive to play, forcing them to abandon the game This is especially true in a game like Diablo where drop rates are too haphazard, i.e. in some games you know x enemy in y difficulty has a z% chance to drop the item you want so you can highly optimize your hunt for that item by playing only content where such enemies frequently appear but in Diablo mainly the droprate for high end items (e.g. high lvl legendaries and set items) is higher for bosses but these items can also drop from other enemies and even destructible objects so hunting the item you want to improve your build, the driving force behind all Diablo endgame content and the reason why people keep enjoying and playing the game, which means that hunting can get very annoying, constantly either wasting time killing mobs or breaking objects just in case but because the droprate is too low not getting anything worth mentioning or ignoring these and focusing on bosses only to feel like you just missed your chance to get the item and the RNG determined some object you didn't break or mob you didn't kill would have dropped and having missed your chance you have to effectively hunt for a 2nd of that time, taking twice as long. Because of this and because you need specific items to create specific builds and these _also_ must have the right level to not be too weak and _also_ need to have the right or at least similarly useful random enchantments the odds of finding what you want yourself during endgame are vanishingly small. Thus, trade is a vital aspect of the game, especially in a game like Diablo where paragon levels, seasons, etc. mean that even after reaching the point where the odds of finding useful items becomes this small players still play the game for hundreds of hours, thus making it crucial for player retention and to allow players to enjoy the game longer that they have a way to get the items they want even if they are not lucky enough to find the items themselves. Of course on the other hand this also means that players who are not yet at endgame can obtain items that make their current or even a large part of future areas trivial because they are so strong for lower level players but so common as to be worth very little in a trade for endgame players but that is an inevitable side effect of making endgame accessible and fun for players and in the end there are plenty of players that actually enjoy being totally op because they traded for gear much stronger than what they could currently find themselves. Thus it's only cursed if real money is involved but the basic concept is an important aspect of the game and whether players decide to get op gear early to steamroll all challenges or only use what they find / buy from NPCs themselves is a matter of how each players choose to play and enjoy the game individually, just like the decision whether players explore each map fully and kill everything that moves or if they rather make a beeline for the next area. PS: as someone who played a number of online games and traded heavily in them (all without real money of cause once that is involved it inevitably devolves into total bs), trading items in online rpgs is a hell lot of fun, it is inherently far more fun than any game revolving around trading because in those games the traded goods have zero inherent value as their sole purpose is to be traded, it feels like using money but the sole purpose of money is to be shuffled around between people and to actually pay for stuff you need a totally unrelated resources. In an online rpg however items have real value. You could trade x amount of a resource used to upgrade weapons and if you don#t trade it, you can use it to just upgrade your own weapons, the actual weapons could be used to trade for high end gear for your main character or you could use them yourself to equip on a secondary character so when you trade stuff it actually means something and it also becomes an alternate way to improve your character, the main focus on online rpgs. It's a similar case with ingame currency that is useful for trade, i.e. that cannot be obtained too easily and in comparison to the per character limit, i.e. if you can accumulate a large amount of gold and then buy good gear or fancy fashion items with that gold you don't really need item for item trades but if e.g. you can reach the gold limit fairly easily compared to needing to make a much bigger effort to get good gear you wouldn't want to sell the gear to other players for an amount of gold that took a fraction of the time to get because you could have easily gotten this gold yourself and after you made the trade you now have no way to obtain any more gold for your other high end items which in turn means if you want to obtain several other high end items through trade you can't do it, even if others would also trade their far harder to get high end items for your max capacity stack of gold.
@ButWhyWasTaken7 ай бұрын
9:00 tbh that's why I hate all pvp in games and barely ever play it, only if there is a strong incentive like e.g. in Tera the amount of exp you get from a couple of daily pvp matches in their dumbass modes (slow and clunky fantasy tanks or incredibly slow and clunky monsters in diapers) was 5 times than the entire rest of exp you could get from daily quests combined. SMT Liberation Dx2 is different in that it is async pvp where you play against an ai controlled party built by another player which eliminates the frequently unpleasant human factor of pvp
@IStareAtGames7 ай бұрын
My favorite multiplayer game is risk of rain 2,if that’s not valid then I don’t know what is…
@mr.tweaty7 ай бұрын
This is why i stopped playing pvp
@lamMeTV8 ай бұрын
taunting in ALL chat? LMAO taunting only happens in team chat. Riot games are also a bad example cause they actively encourage griefing.
@Percivaldimabuyu8 ай бұрын
what about mobile legend?
@Ze_Ninguem7 ай бұрын
Subtitles please.
@ButWhyWasTaken7 ай бұрын
TBH most multiplayer games are cursed only because of human nature. You can get lucky and play with cool people that are fun to play with or are at least strong enough that you enjoy it anyway. With the right team you can enjoy a match even if you lose but with the wrong party it doesn't matter if you win or lose, it still feels miserable. And even if you only play with friends these are still total strangers on the internet you haven't interacted with that much so finding after 10 games that someone on your friends list can actually totally fly off the rails if they get frustrated enough and thus ruin the fun for everyone is very much possible and happen to many players or the player in question is the one flying off the rails because they get too frustrated and blame their team mates. Worse when it's a 1v1 game where you cannot interact with anyone but your opponent and basically toxicity replaces all other interaction. The only way to stop this it to stop playing such high competitive multiplayer games, mainly anything with a focus on pvp and instead play single player games, online games where you can play by yourself and ignore everyone around you or to play games / content in such games where other people can't ruin everything, e.g. even if you only play pve in wow or whatever, playing only raids that can be done even if half the party is bad and not raids that require everyone to carry their weight and you can easily fail because everyone else is random player that cued up so you have no way of knowing if they are amazing at the game or suck so hard they drag down everyone else with them.
@Flpstrike3 ай бұрын
Sorry man, but I had to skip this part: 1:04
@diamondhamster432010 ай бұрын
Easy. Gamers should take Emotional Self-Control classes. Instantly purges all the Curses and sh@t.