![]() ![]() ![]() The insight we had is take a look at the same player playing in normal mode and playing in ranked mode it's exactly the same person, but the behavior is very different. "It's not the people that are toxic, it's all about the context. "Our last couple of months have been focused on how do we run experiments that prevent these players from going toxic," Lin said. Riot's been working to improve the behavior before it becomes a problem. "Now we're really pushing the boundaries of science in general, and also the games industry" Jeffrey Lin That person might not do it in a hundred games, but we just have so many players that those mental instances keep happening throughout many games." As soon as something happens in the game, you snap. "You also have lower tolerance levels for what happens in the game. "When you have a bad day at work, when you go home you have a higher frustration level before you even play a game," Lin explained. "What we're seeing is they all have bad days. "One of the key things that we noticed was that focusing on Tribunal was only a very small piece of the player pie, because 98 percent of our players are actually very good," said Lin. The player-moderated Tribunal for judging behavior infractions is one part of this. "Even since the world championships, we've completely changed the way that we do things," Lin said. Riot sees providing players with the power and letting them take control of their own community as an important step, but it's an evolving process. "It's not going to be game developers or academics or players it has to be everyone together." "Player behavior is really a problem that needs to be tackled by the whole community," said Kwoh. However, the issue of players behaving badly is not something that a company can fix by itself, Riot believes. Riot's enormous player base provides a statistically significant amount of data to work with as the developer strives to improve the player experience. Lin, who previously worked at Valve and has a PhD in neuroscience, has approached the player behavior issue with scientific methodology. Carl Kwoh about what Riot has been able to accomplish. GamesIndustry International spoke with Riot's Jeffrey Lin, lead designer of social systems, and producer T. Riot Games has been working on changing that using scientific methods, and the results are part of the reason League of Legends has become so popular. Efforts to change that behavior have been generally ineffectual, and the toolbox used by publishers has mostly been limited to warnings and the banhammer. Player behavior in multiplayer online games has been a problem since the beginning of the genre. ![]()
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