Choosing Your Voice For Online Gaming
jayintune writes "An article from an editor at 2old2play.com looks at the diverse 'voices' that people use online for the different genres of games, and how they differ from each other. It is a nice guide of etiquette for people moving from one genre to another. What you might say in WoW often differs from what you would hear in CS: Source." From the article: "Many online racing gamers take things very seriously. You may find your XBL reputation drops like a squirrel shot with a horse tranquilizer if you speak as though you're playing an FPS. Racing gamers do such things as apologize, notify a racer when they're coming up for a pass (and usually give a direction), complement you on your racing prowess when you pull off a slight win over them, and typically end a game with "nice game guys." "
What you might say in WoW often differs from what you would hear in CS: Source
What I hear tends to be the voice of a pre-pubescent teenager, although thats on TS.
The Television Wiki
it entirely depends on what server you play on - we started our own CS servers specifically for this reason and once you start enforcing a style of behavior, it will be contagious.
I found the same thing with battlefield 2 (which is my current addiction of choice) - if I find a server that has semi-polite players, I'll come back regularly and make it one of the few servers that I do play on.
Servers that are full of shit-talking idiots are usually also plagued by hackers and other issues, which destroys the game for everyone involved.
Just because it's CS, doesn't mean that everyone is a half-coherent idiot.
Gekido's Lair
I have my friends over for some Burnout, Mario Kart, or F-Zero, believe you me, I am NOT going to be telling them that I'm coming up behind them for a pass. I am going to be doing my absolute best to slam them into oncoming traffic, or at least give them a good knock on my way by. I've lost races over that, sure. But that's half the fun of playing competitively. Trying to screw the other guy over, and getting into a good grudge match is half the fun.
I haven't read TFA, but I would assume that they are talking about really realistic racing games, such as a Formula-1 game. Now, my general gaming tastes are for very competitive multi-player games, and I would imagine that if it was such a case where I brush against another car at 200MPH, and we both die... I might be more inclined to cooperate with the other drivers. But that's exactly why I don't play those games. I would feel more gratified playing single player if you can't actually interact with the other drivers and actively go out of your way to screw them over.
That isn't what "pwned you, n00b" means?
Some of the most fun i have had is drunk Halo over xb-live. Nothing like coming home from the bar and taking out that drunk frustration on some punks up past their bed time. I've got to the point where i dont even hold the controler, i just sit back with the mike and a beer and do my best to teach the kids to curse like saliors.
"I'm not high, just stupid" --JY
Anyone who's played a lot of split-screen or LAN games with friends knows this. With my friends, I used to play a lot of FPS and racers. Something primal about hunting each other down makes everyone tense, and I think maybe the attitude that surfaces as a result is some kind of self-defense. Racing games are much more focused on technique - in an FPS, not being able to fire straight doesn't preclude participation, but poor racing technique makes a race a very lonely ordeal. That, and there's something poetic about a beautiful racing line. Even at +200km/h, it's almost soothing. For the sake of fun competition, the faster driver (usually the owner of the game) used to stop and wait every so often so as "proper racing" could continue. That being said, long before any of us got into FPS, a lot of our races used to eventually degenerate into ramming and spinning matches.
Bizarrely, there was always this divide that during races we used to just talk about the race in hand, whereas in deathmatches, conversation consisted mostly of shouts, moans and orders. It makes sense: an FPS is much more twitchy, and takes up a lot of your brain's system resources. Also, it's an environment we happen to have specific hardcoded instructions for - war.
The real surprise is that the good behaviour survives the transition to internet gaming, where I was given to believing that there was no honour whatsoever.
Otherwise, I don't see a reason why you shouldn't shout "ZOMG U Ar3 t3h Pwn3d!"
I guess it's a difference in what you're expecting from the game. Some people will ask if you're a "hack", because they'll play differently if they know you're gunning for them.
Anyways, TFA is hilarious. "Player 1: BOOM! Man if you had half the mad skills I have then I'd have used a bigger weapon. Pwned like a n00bzors bitch." That makes me laff.
[Fuck Beta]
o0t!
I've never actually used voice chat in an (Internet-play) video game. I mean, I've _heard_ it, but I don't talk. I also don't type. I'm not there to chat. Even in team games, I just type (if I bother with communication at all on the pubs). Practically this entire article was meaningless to me.
I've found that communication doesn't usually matter in public (read: non-clan) multiplayer games. You can be dead quiet in ET, CS, any deathmatch, SWBF2--any FPS, really, and things usually go fine. Talking leads to idiots replying; idiots replying leads to anger; anger leads to elevated blood pressure, which is something I don't need from a video game.
i just sit back with the mike and a beer and do my best to teach the kids to curse like saliors.
I go news for you, you're wasting your time. Kids these days already know how to curse like sailors. Most of them have already moved on to cursing like marines..
HA! I just wasted some of your bandwidth with a frivolous sig!
Instead it's really more about voicing in a literary sense - picking what to say based on the social context - and to some extent about textual expression such as '1337-sp33k. That's ok, but for me it didn't seem to go that deep - MMORPGs are catching up with the MUD world in that aspect, or maybe have gone beyond it, and then there's a big fuzzy boundary between MUDs and LiveJournal/ilk.
I don't play the particular games used in the examples, but it's sort of obvious even to a socially inept introvert that there are some games where you should say things like "Eat Hot Flaming Death, Suckah! Bwahhahahah!" while fragging strangers or friends and other games where you don't do that, such as the racing-game example the author gave about apologizing for getting in another racer's way. There _are_ more interesting cases - more cooperative multiplayer games where you and other people are ganging up on the {bad guys / treasure / other groups of players}, and it might make sense for your character to be chatty or quiet or bossy or like Obi-Wan or Jay or Silent Bob. Do you tell the other player things that ought to be obvious, like the fact that the monster's running towards him from his left, distracting him with your blather when he's trying to figure out what to do about it, or do you only tell him when the monster's somewhere he probably can't see, or do you wait until afterwards to tell him he should have known better than to pick up a duck in a dungeon? Is it helpful to tell the other player "You bash the Balrog, and I'll climb the tree" or shout "Run Away! Run Away!" at every appropriate opportunity? (Normally, no it's not, that's why you're choosing a literary voice for your character, who might have other opinions or different wisdom/charisma/intelligence levels than your own.)
Bill Stewart
New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks