Sundeki said:
So: what is to be gained from having the moderators on top of the personal moderation function for chat activity? It seems completely redundant.
I may not have been clear enough. I am not speaking about having
in games or chat. I am talking about
moderation, as in "
to moderate activity and interactions between humans and game mechanics". That can be achieved by server admins. That's what admins do in game servers: they
moderate. Depending on server activity and the number of admins, a few
moderators may be required to moderate the in-game activity and interactions at all times. This can be done by always having an admin online, which is difficult on servers with few admins, but can be done by having select individuals to moderate,
mods. Both work.
Sundeki said:
And as long as players are aware of the mute function (it's hard to miss), then they don't have to endure anything.
As I said, this is entirely in tandem with the personal tools to mute, and block. As Cap. Nemo said, not all people are expected to understand how to use them. And as the topic of "teachers" has come along this topic, you might recall from your years at high school and grade school or home school, that you haven't learned EVERYTHING your teachers taught you. If you did, you're exceptional, but that's most likely the case of bad memory overruling actual events - you think you learned everything, when in fact you did not.
That's not your fault, it's human nature, human limitations - you can't learn and remember every single topic ever. And that's equally true for games and gamers - the game may give you flashing bright arrows pointing at "HOW TO MUTE SOMEONE WITH A SINGLE CLICK", and people don't pay attention, because reasons.
Sometimes, people don't want to be bothered to waste 2 minutes of their limited gaming time just to mute someone.
Sometimes people prefer just to give up on the game because some players are idiots.
Not everyone has the time and patience to waste most of their waking hours, and some sleeping hours too, to play a game, sometimes people would rather only do something fun, instead of
gambling their free time on a game: will there be idiots talking about immigration, or will it be fun? Maybe I should just play something else instead...
That's also human nature - human interactions. If you go out on the streets, there is a chance someone will mug you, there is a chance you will meet that ex who hates you, or you might find someone with the disposition to give you a blank check just because they ran over your bycicle. There is also the chance that nothing eventful will happen.
That's why we may be able to ignore some stuff, but not all of it, because we're all humans as well. Having thick skin is a need for tough neighbourhoods, like where I live, yet it does not grant invulnerability. 578, you may be all tough as nails on the internet forums, yet you feel emotionally charged to come over here and repeat your argument, which is far from flawless. Your reasons do not interest me, your behaviour does. This means you are also human, and your "thick skin" has its softer points. As does mine, since I came here once again to type a useless wall of text. We come here because we feel a need to voice our opinions, our ideas, even when they are opposite to each other, which they're not entirely.
Yet we are being civil with each other, to some degrees. However, it is oft that civility is completely absent, people flame each other just for the sake of being rude. We have all seen this happen everywhere, especially on TW forums, that's why a ton of people get muted, watched and banned. And that's why the forums work, because there is active moderation. And that's why after 10 years I still keep coming here, because the community survives and regulates itself. Unregulated communities break and fall apart, and survive from periods of sporadic flourishing and ages of darkness, like
4chan, or the
stock market.
And as Roccoflipside said, you are basing your arguments on an already established community, something which has stood the test of time - it survived and regulated itself, and we all grew with it. But when BL releases, there will be waves of new people, literally old ad young, trying to find their place in this community, and if it presents itself as a "tough-guy maker", people will just abandon it. If a game is unpleasant because it is bad, it is regarded as a bad game, if a game is unpleasant because of its gamers, it is also regarded as a bad game. Look at Counter Strike communities, most of it is painful, but some are really great. But the game survives because Valve wants it to survive, and they outright ban hackers, cheats, frauds and repeatedly toxic people. There is even a "peer-review" of possible cheaters.
Sundeki said:
The inverse is also the case: you say there's people who would leave due to insults (which of course there is), but what about the people who enjoy the banter and casual insults? Can you quantify the number of people who leave due to excess toxicity, and what excess toxicity even means? I'd be happy to accept that point if there was data to support it, but near as I can tell there's no data either way.
Also I think culture is important. "Casual Gamers" in my country are more banter heavy in real life than their "hardcore gamer" counterparts, anyway.
That's precisely the role of
moderation - by admins, devs, mods and/or other players (the "peers"). To moderate between excessive, mild and minor, to distinguish between oportunistic, "innate" or eventual offenses - someone who does it because the circumstances allow them to do so, someone who does it every time because that's how they play, and someone who "offends" because that specific situation led them to do so. Think about punching another person on the street:
someone who does it because no one is looking,
someone who does it every time they can, and
someone who does it because they were led to do it - either by passion or necessity. It's three completely different situations, and each requires a different "punishment", or analysis - they must be moderated accordingly.
And that's what TW will require once the game launches, because a lot of old and new people will start harassing. And the devs, admins, mods and experienced players will have to try to maintain a friendly, hospitable community, so it can
endure. So we can go back to the game three years after its launch and still see there is an active community that survives and prospers, despite human nature (taking a hobbesian look of humans here, tho).