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From: Dimensional Traveler <dtravel@sonic.net>
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Re: FREE GAME: Hell Let Loose
Date: Sat, 4 Jan 2025 10:05:26 -0800
Organization: A noiseless patient Spider
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On 1/4/2025 2:57 AM, Rin Stowleigh wrote:
> On Thu, 02 Jan 2025 11:06:17 -0500, Spalls Hurgenson
> <spallshurgenson@gmail.com> wrote:
> 
>>
>> And, as all good things must, we come to an end. The end of Epic's
>> holiday give-away, that is. Was it a good thing? Well, there were a
>> lot of free games. Although maybe even calling it 'a lot' is being
>> overly generous. Let's just say: there were some free games. But
>> that's it for now. Epic's going back to their weekly schedule after
>> this. Can't say I'm disappointed. It's exhausting making all these
>> announcements!
>>
>>
>> * Hell Let Loose
>> https://store.epicgames.com/en-US/p/hell-let-loose-03f036
>>     On the one hand, it's a realistic WW2 first-person shooter,
>>     the sort we haven't really seen in a while (honestly, the last
>>     one I remember was "Day of Defeat", anybody else play that?).
>>     Sure, it's an old trope, but it's been a bit since a game like
>>     that has come around, so I wouldn't mind playing it again, with
>>     modern bells-n-whistles. But on the other hand, it's online PVP
>>     only, and with quite a toxic community, so I'm in no rush to
>>     give it a try.
> 
> How do you know the community is toxic if you haven't even tried
> playing it?
> 
> This might be worth a read..
> https://www.reddit.com/r/HellLetLoose/comments/1az7osz/why_is_the_community_so_toxic/
> 
> Often what's perceived as "toxic" in multiplayer games is simply a
> level of "not to my personal liking" that noobs experience when they
> briefly try a new competitive online game, but do so with unrealistic
> expectations or attitudes.
> 
> Competitive multiplayer games (particularly ones that attempt to
> submerse the player in a feeling of historical or realistic war
> tactics) are not really designed for an audience that wants a "safe
> place" where everyone farts rainbows and rides unicorns.
> 
> When you have large numbers of people communicating in a game that's
> designed for teamwork, there are a number of dynamics that are often
> required in order to cull the number of douchebags that haven't
> invested time to learn the games culture but have already made up
> their mind what that game is... so they join and start trying to play
> it "their way", treating it like its their own little gaming world
> that they've created through being over exposed to single player games
> and not understanding how things work in competitive multiplayer
> environments.  It's really a per-game thing that varies from title to
> title, but generally the more teamwork a game requires, the more there
> will be a social expectation in the game to learn to play as a proper
> team member and the natural corrections that come with it.
> 
> I've found that type of expectation usually what most noobs mean when
> they describe a game as "toxic".  Either that or the game wasn't made
> safe for their consumption by Sweet Baby Inc.

All of which boils down to "Play it our way or else".  And how are new 
players supposed to invest the time to learn the approved way if they 
are immediately being ostracized for not already knowing the approved way?

-- 
I've done good in this world. Now I'm tired and just want to be a cranky 
dirty old man.