Disaster Silent but Deadly - It’s an article about the death of Bantz online in games not farts.

L/A

I met some of my closest friends through multiplayer games. Then a strange happening turned everyone (literally) speechless.

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In 2005 I received a copy of World of Warcraft for my birthday. The game clocked in at 3 gigabytes—a behemoth by the standards of the early 2000s, so big that it had to be distributed across four different CDs. I installed those discs onto our creaking, overworked family PC and, hours later, created my first avatar: a humble dwarf paladin named Pumaras, who set off to explore a realm he would soon call home.

World of Warcraft was a singular experience, and completely unlike the lonesome corridors of Halo or Call of Duty. Millions of living, breathing human beings logged on to the game at the same time. They were dispersed across a massive digital landscape—digging up treasure, exploring catacombs, and, most importantly, creating a flourishing social milieu in the chat box at the bottom of the screen. Few feats could be accomplished by yourself in this place. Do you want to slay the dragon brooding at the summit of Blackrock Mountain? Then you must band together with a small army of fellow combatants to stand a chance. Need to stock up on some health potions? Then you’ll be bartering with someone who has mastered the alchemical arts. That was the magic of World of Warcraft. Play long enough and you’ll be enmeshed in a nation. You’ll find fellowship and rivalry. You might even make pals for life.

And I did. I played World of Warcraft nearly every day until I left for college, and as Pumaras scoured the map for adventure, he soon found communion with a small cadre of ride-or-die cohorts. Some were around my age, others were considerably older, but all of us were united in a sublime trinity of priorities: kill monsters, gain loot, and make jokes until the wee hours of the morning. It’s been too long for me to remember how I originally met those friends, but that’s the point. World of Warcraft was designed to function like a social organ: You’d see the same players congregating in its capital cities, searching for compatriots to join them on their next dungeon crawl. With time, those mercenary contacts cohered into something deeper and more real. Our usernames were saved in each other’s respective friends lists, and before long, we were chopping it up on voice chat. I was a lonely teenager in some respects, but my life in World of Warcraft was rich. I had friends in North Carolina, Arkansas, and Sydney. I didn’t know much about their inner lives, but we had the most important thing in common: We wanted to conquer the world, and we wanted to do it together.

World of Warcraft still exists in 2024. The game’s 10th expansion was released in August, and while it doesn’t command quite the same influence as it did during its early-millennium prime, millions of players still step through its portal every day. But the dynamic I’m describing—the complex social contract, the acquaintances waiting to be forged into brotherhood—is nowhere to be found. The chat box that used to chirp with shitposts, gossip, and hyperlocal banter is conspicuously barren. If you do partner up with someone for an adventure, words are rarely exchanged. When the final boss is toppled, everyone leaves the group and dissolves into the ether. It used to be something of a faux pas to play without a microphone, but I honestly can’t remember the last time one of my fellow dwarves has beckoned me to join a voice channel.

This is part of a shift that can be felt across video game culture writ large. Even though some of the biggest franchises in the world—Fortnite, Call of Duty,League of Legends—pit a server’s worth of players against one another in lethal combat, the softer interactions those places once fomented are on the decline. We are all in front of our computers, paradoxically together and separate, like ships passing in the night.

This is a difficult trend to prove empirically, but it certainly has been felt by lifelong gamers. There are multiple somber YouTube video essays about the lack of conviviality in multiplayer lobbies, and most of them bear titles that gesture toward an elemental wound in the culture. (One video, titled “Modern Gaming Is Becoming More and More Isolated,” has over 500,000 views.) A similar despondence has struck the domains of Reddit and GameFAQs, which have historically served as the premier watering holes for fans of the hobby. (“No one uses voice chat these days,” wrote one user. “People don’t chat in gaming anymore,” added another.) On a more macro level, about half of Americans are currently experiencing loneliness, particularly among millennials and Gen Z, who represent the industry’s primary consumers. All of this is evidence of a generation that has come to believe that a reliable source of intimacy—even if it’s down the scope of a sniper rifle—has gone awry. I would find it pathetic if I didn’t totally relate.

Nina Freeman, a game designer and Twitch streamer, crystalized this sensation perfectly in her 2015 project Cibele. The game, which draws heavily from Freeman’s own life, allows the player to watch a World of Warcraft–like friendship bloom in real time. You take control of a girl who has met a stranger in the wide-open plains of a multiplayer RPG. As they cull monsters and empty coffers, the two souls grow closer—eventually falling in love. Cibele is an attempt to mirror the warmth that can be found between avatars. If it has a fundamental principle, it’s that video games can reveal surprising vulnerability when two people are in the same place with a common task. That, more than anything else, is what those GameFAQs threads are mourning.

“I think [games like World of Warcraft] can affect one’s willingness to open up to someone. You don’t have to deal with the layer of bodies. You don’t have to worry about the physical barrier. All of that is stripped away when you’re speaking through a video game,” said Freeman. “So I do think digital spaces are sometimes good at bringing people together, and make connecting easier. There is room for a closeness to develop when all you can do is talk.”

I never had a multiplayer romance, but like Freeman, when I think back on those days, the memories that surface have little to do with nuts-and-bolts gameplay. All of the dungeons we cleared served as a backdrop for long, elliptical moonlit conversations that teenage boys in the mid-2000s tended to have (Radiohead, the Iraq war, the comedy stylings of Dane Cook). Mitchell Winkie, a screenwriter in Los Angeles and my brother, was also a degenerate World of Warcraft sicko in his youth, and he recalls a moment when—after a long night in one of the game’s most daunting battlefields—he told his party leader that he needed to go to bed. “I brush my teeth, shut down my computer, and my fucking Razr phone rings,” he told me. “It’s my party leader, who is begging me to log back on, in a very sweet, not-scary way, just desperate because they don’t have enough man power to kill the final boss.” Sure enough, Mitchell popped out of bed and put his talents to use.

“I don’t think anything dropped for me, but I was a minor hero,” he continued. “And, looking back, obviously everyone knew I was such a young kid from my squeaky voice, but they all treated me very kindly and big-brotherly in a way I’ll never forget.”

Still, the positive social interactions players have found in video games over the years are easily outweighed by the negative ones. What is the cultural stereotype of a Call of Duty match on Xbox Live? Slurs, obscenities, and heavy-duty profanity, whipsawing back and forth at impossibly loud volumes. (I am reminded of this clip, in which a bright-eyed kid asks the rest of his team, in a prepubescent voice, how much candy they got for Halloween. Someone instantly shouts back, “Shut the fuck up!”) This problem is intensified further if you are gaming while not—precisely—a white heterosexual male. Racial epithets are commonplace, alongside standard-issue dude-bro misogyny. When the Anti-Defamation League surveyed this issue, it found that more than half of gamers have faced some form of discrimination in multiplayer settings.

So I was not surprised when Freeman told me that these days she seldom switches her microphone on during gaming sessions. “I play a lot of DOTA, and I’ve had it on anonymous mode for the last year,” she said, referring to an anti-harassment feature that automatically prevents other players from sending her in-game chat messages, or seeing her username at all.

This is the standard diagnosis for why video games have gotten less social. These arenas are rife with disruptive hate that can be difficult to moderate, so players have responded by turning inward. Ian Larson, a sociologist at the University of California, Irvine, who studies video games, notes that the public squares in this hobby have largely moved off game servers and ensconced themselves on Discord—a platform that allows the creation of private chat servers for curated segments of the population. Within a Discord sanctum, argues Larson, players are able to fill their need for social interaction without wandering into the disarray of the digital public. “I know people who have game communities formed around a podcast they listen to, or a sports team they like,” said Larson. “I think people have found Discord to be more tuned to what they’re looking for than just going out into the wild.”

Joanna Lewis, at the University of Northern Colorado, researches the relationship between video games and loneliness and takes this premise even further. Lewis argues that the generation eager to play a massively multiplayer online video game in 2005 was itself a uniquely self-selecting group—akin to the Discord communities of today. I think she’s onto something. My early World of Warcraft friends were curious about the emergent technology represented by the game, and perhaps more willing to actualize its metaversal possibility. It was genuinely exotic to go online and communicate with a stranger at the turn of the century, but we simply do not have that relationship with the internet anymore. Everyone is on the internet now, and naturally, that has brought a much more unwieldy influx of humanity into digital environs.

“We’re being exposed to everyone’s perspective,” said Lewis. “That can be good, and it can be bad, but it’s made people a bit more cautious about what we open ourselves up to.”
 
What is the cultural stereotype of a Call of Duty match on Xbox Live? Slurs, obscenities, and heavy-duty profanity, whipsawing back and forth at impossibly loud volumes.
Not anymore retard, you people complained about it and now you eat a three-day ban for calling someone a faggot in VC, which is the real reason nobody uses it anymore.
 
If you want people to talk in a game here are two things that are needed:
1. Social features that allow and encourage conversation in the first place.
2. Don't play speech police for every little petty insult or remark.
3. Leave blocking and muting others up to the individual player rather then some centralized punishment system unless some serious criminal offense or terms of condition violation occurs.
 
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Yeah you guys ruined it for everyone by being little bitches and not getting good, now if you want to keeping play the video game you paid for you play with old friends or keep the mute on.
Cibele. The game, which draws heavily from Freeman’s own life, allows the player to watch a World of Warcraft–like friendship bloom in real time. You take control of a girl who has met a stranger in the wide-open plains of a multiplayer RPG. As they cull monsters and empty coffers, the two souls grow closer—eventually falling in love.
I'm betting this is a visual novel like deal rather than an actual game and an ad for her.
millions of players still step through its portal every day. But the dynamic I’m describing—the complex social contract, the acquaintances waiting to be forged into brotherhood—is nowhere to be found. The chat box that used to chirp with shitposts, gossip, and hyperlocal banter is conspicuously barren. If you do partner up with someone for an adventure, words are rarely exchanged
HMMM so despite all these tools the company uses to create a "safe and inclusive space for all" the chats dead and nobody wants to talk? Almost like they are afraid of catching a ban at the drop of a hat for saying the wrong thing or gossiping or shitposting or using hyperlocal banter, almost like it was ruined by a soft and weak minority of people.
 
This problem is intensified further if you are gaming while not—precisely—a white heterosexual male
No, you faggot. If you're a white male, you get called a nigger. If you're black, you get called a nigger. Mexican? Hola, nigger. A woman? First you get told to get back in the kitchen, and then when you open the fridge, you get called a nigger. Everyone is an african american online.
It's because of sensitive little snowflakes like this that no one uses voice chat anymore. Both because they'll either catch a perma-ban for trash talk or they're too afraid to hear something that might upset them. Maybe someone will tell them that they're playing Reaper and getting out DPS'd by the Mercy, and they should click more dudes and play with their dick less.

People are in their own private discord servers during gameplay and they never use the in-game chat, because their friends won't tell them off for playing like shit. Everyone joins lobbies in pre-made parties and they're all on Discord.

Another reason why everyone is on Discord instead of in-game, is because games have also severely limited social features. Take Halo: Infinite as an example. Halo used to be one of the most social games out there. You had team chat, proximity chat, open mics between both teams in the pre and post-game lobbies, actual lobbies and one-button invites to form parties on the fly. NONE of that is in Infinite. There's no way to communicate, barely anyone uses mic, no allchat nor chatting with the enemy team, no lobbies with bantz and not even an option to party up from the scoreboard. No messaging. either, so no fan mail. Halo Infinite is one of the loneliest, least social multiplayer games ever. It's sad, really, and most games are like this.

My own personal schizo theory is that most zoomers are mixed-race ESL browns who can barely speak English and they don't understand what anything means, or they're so fucking broke they can't afford a mic. I've seen you niggers online playing on your neighbor's one-bar wi-fi, José. Don't try to fucking hide, I can smell the Takis Fuego from here, pinche pendejo. Tell your parents to get naturalized so you can get on welfare and buy a mic so I can call you names.
 
Mid E-girl pussy and its consequences have been devastating for lonely men
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I must not get girl games because they sure as fuck seem to trend towards some kind of simulation shit where it’s like an adventure game where you have very barebones gameplay and the only interaction is figure out how to progress. But there’s no failure states or branching paths just a shitty story you experience and then uh…well that’s it. I think there’s some very basic flash games level stuff though.
 
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It's because developers have atomized their games into individual, contained sessions with pseudorandomly determined anonymous allies (unless you're stuffing the team with a full pre-determined stack of friends, which the games STRONGLY encourage you to do) against pseudorandomly determined anonymous opponents with no pre- or post-game and no permanence between sessions, in-game socialization tools have been completely gutted and the remaining shreds of socialization are officially delegated to Discord which is designed to completely monopolize and absorb all online interaction and attention it touches. Nobody talks in games because nobody wants you to socialize there, some pimple faced jackass mewling gamer words has exceedingly little to do with it despite some claiming it's literally holocausting innocent gamers and some claiming it's just based gatekeeping.

Contrast to SCP Secret Lab, which is a complete pile of shit but will have certain people remember it very fondly because of how incredibly social it was in its peak, even in the face of Discord's meteoric rise in popularity and its prowess in vacuuming all in-game communications under its wing. Its secret? The game simply had no other functioning way to communicate other than the in-game voice setup, and the way it was set up with its ultralight RP elements very strongly encouraged you to use it. Ice was extremely quickly broken and banter was rampant.
 
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What is the cultural stereotype of a Call of Duty match on Xbox Live? Slurs, obscenities, and heavy-duty profanity, whipsawing back and forth at impossibly loud volumes.

Oh no not guys ribbing each other. I remember our clan was just constantly "Dan's got a new black bird" "nice one mate have you chucked your spear down her yet" "does her fanny taste of rusty pennies". "Hey Wayne is your dad still dying of cancer"

Etc etc etc

It's called bants, you aren't supposed to take it seriously
 
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I must not get girl games because they sure as fuck seem to trend towards some kind of simulation shit where it’s like an adventure game where you have very barebones gameplay and the only interaction is figure out how to progress. But there’s no failure states or branching paths just a shitty story you experience and then uh…well that’s it. I think there’s some very basic flash games level stuff though.
Do not be fooled my good sir, this is not a "girl" game.
this is a "game" made by a girl as opposed to a game made for girls.
they may seem similar at first but one is made for entertainment whilst the other is made for attention and clout.
 
You know why people stopped talking online it's because we started cracking down on hate speech, toxic behavior and get surprised when everyone is forced to play nice no one says a thing at all.
People wanted to play video games so they could have a space to vent sure maybe they were assholes but imagine you got picked on by black kids at school I'm fairly sure you wanted to yell slurs online.
Then all these "I'm better than you and know more than you types" decided that allowing women to be called cunt online is a crime against humanity.
And for awhile it was hard to enforce then they got AI and made it where an AI algorithm can detect hate speech and pop a ban.
It's sad but fucking gamers and everyone in the space cucked out and let this shit happen, we fucking let this shit because "ohh no the far right is for free speech we have to be for gay speech restrictions!!!"
 
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I swing from misanthrope to apanthrope depending on how well my day is going so I don't really like talking to niggers I hate or at best don't care if they died tomorrow in the first place who are probably stupid faggots who can't play the damn objective anyway.

Maybe if the quality of people in multiplayer games went up I'd feel the fucking need to say something to mouthbreathing feckless apes.
 
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Well gaming is also now filled with non gamers and people who can barely be asked to give a shit. Police state like modding of communities is another factor. Fear of just chatting and joking around. Add in corporate takeover, slop output and loss of creativity. Also what did you think the consequences of injecting overt political bullshit and bullshitters into the industry/fandom was going to lead to... Greater harmony, nicer and happier players?
 
I don't even know what the point of playing multiplayer games is anymore. Modern matchmaking means you're taking a crapshoot on if your team will put the same amount of effort into the game. Anticheat (that barely fucking workds) wants to fucking assrape your system to play a fucking video game. No one wants to say anything because everyone is worried that some vindictive prick will report you and get you banned for "toxicity" instead of just letting you mute people. As much as I love PC gaming, the 360 era was the best time for multiplayer games. For all the shit that CoD gets, being able to just shoot the shit and fuck around in a lobby of people was always a blast.
 
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If you wanna hear people talk like the old days go to an unmoderated CSGO surf lobby. It's total chaos and it's great.

I honestly don't talk in games these days though otherwise. The people suck and you get banned if you say anything questionable.
Holy shit it's the blades UI. I forgot that had existed.
 
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