Jul 19, 2022, 7:29 PM

I've thought about this for a while now. I'd been active on the games for close to 20 years and I've been away for a few years now, and it seems like a lot of the prevalent issues still exist. Ultimately, what I see is a pretty much fractured community with a number of social habits/constructs that 1) make the community somewhat uninviting to newcomers 2) shoots itself (the community) in the foot with societal norms that create a baseline of negativity and 3) has decades of bad blood/grudges that will be hard to untangle.

One of the reasons I ultimately decided to stop playing the games was because I asked myself "What would it take to make the environment less negative?" and my only answer was to try to play as incognito as possible and not involve myself in the OOC stuff...which didn't go well (either I was avoided for not giving personal information and thus not proving myself NOT to be one of the numerous boogeymen -or- OOC drama about other players was thrust upon me in pages regardless of asking for it).

So I ask: Really, what would it fucking take to clear the air and make the environment more 'repaired'?

Here's what I came up with in my head:

  1. Understand that the Hog Pit was a mistake, that the people who thrived in it are bullies, and to identify/cull bullies from the hobby

This won't be popular, but it's a respectful opinion. YES there are bad/problematic/abusive/stalker roleplayers who have rapey/disturbing/"in some cases illegal" behavior that need to be watched for. HOWEVER, there are also players who (while not as extreme) display very abusive behaviors that need to be culled. A swath of players have gotten on for years by abusing/excluding players for failing to do what they want, toxicly display faux-elitist behaviors to act like being a part of their "clique" is in your best interests, get off on using public forums to belittle other players, their roleplay ability, and their personas, and use staff inclusion and "OOC power in game" to exclude other players who they don't like.

How is this stuff not as bad? I think it's easy to spend years arguing about how bad the super-bad people are (like Cullen or Spider), but while some of those mentioned behaviors are arguable, the end result is that it's negative and breeds an environment of "who's camp you're in" and old school high school "clique" and "mean girls" behavior that doesn't do anyone any good. Whether or not you're popular enough to "sway the mob" should never excuse you from your own bullying, and should never sway the sense of what the true justice is.

If I were running a game, I'd allow any logged bullying behavior from any source (discord, msb, pages) as evidence to warn people about their negative behavior, up to and including the end result of removing them from the game. HOW you behave towards other players, even if it's "shady" or uses some kind of "diagonal attack vector" should matter.

  1. Understand that game owners have friends, and that the reality that favoritism happens may never be able to truly be undone and Understanding the motivations behind skewed fairness

I don't know the right answer for this one. The reality is that even staff who are the most impartial will have players they like and dislike. However, (and please read this) SINCE TOTAL NUMBER OF PLAYERS AND STAFF POPULARITY SEEM TO CONTROL WHETHER OR NOT PEOPLE ACTUALLY LOG INTO THE GAME, this factor usually controls how staff handle issues.

It's in staff's interest to keep as many players on the game as possible, because this affects whether or not people even try to make a bit at the game. So with this in mind there's a lot of quasi-collective bargaining when it comes to issues. "If I decide this way, will a ton of players leave my game and take my player-base with me?" It's a thing. Some times the end results aren't about fairness. Players tend to ignore certain behaviors they see to "not rock the boat" so a lot of bad behavior goes untouched out of fear of "losing roleplay partners" or "not being welcome anymore".

So a LOT of bad stuff just goes untouched, festers, and gets worse over time because the motivations behind DOING SOMETHING or NOT DOING SOMETHING tend to fall always in line with whether or not it'll affect the game, roleplay, or "popularity currency".

Which is why people like OPP often get culled: It's because they're so universally disliked that it's an easy choice to auto-ban them, but other bullies who have their own clique often go untouched because culling one of them could mean losing 10 other players (even if, in my opinion, they all enable each other and games are better off without all 10 of them, anyway).