The Root of Toxicity in Mafia Games
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Psyche he/theySurvivorhe/they
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it's a really fascinating gameIn post 18, syugar wrote:my response to everything youve said here OP, is: why you here then?You can't step in the same river twice.-
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Psyche he/theySurvivorhe/they
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Psyche he/theySurvivorhe/they
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Psyche he/theySurvivorhe/they
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Psyche he/theySurvivorhe/they
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Psyche he/theySurvivorhe/they
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vry fairIn post 299, Dannflor wrote:because then ppl have to admit rc is good at mafiaYou can't step in the same river twice.-
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Psyche he/theySurvivorhe/they
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the dream would be to track smaller scale but still concrete stuff than win/lose so people have clearer feedback on skills they can improve on or are good at and maybe on a larger scale get a better idea of what makes someone good at mafia
with the right codebase, we could track wagon participation and outcomes across many games and measure individual differences in who and how often they start or join wagons, the outcomes of wagons they participate in or lead (do they result in bandwagoning? lynches? scum or town lynches?), and so on
can also track thread activity (posts per day, words per day, etc), amount of mentions by other players, how often they are the focus of wagons themselves, god i could go on forever
we might even be able to track sentiment about the player by other players in the game, though the nature of the game complicates this (say you like playing w a dude but also repeatedly say you want them lynched? is that gonna be read as positive or negative sentiment?)
parallels for scum also exist too (bussing? do they make mislynches happen? are they good at finding and killing PRs at night?)
can even identify stats with traits like "charisma", "accuracy", "engagement", etc to give everything verve/clarity
some people will seem to score favorably on just about everything tracked this way and still have worse W/L, but you'll know their strengths and weaknesses all the same
oh if only i had the timeYou can't step in the same river twice.-
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Psyche he/theySurvivorhe/they
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Psyche he/theySurvivorhe/they
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Psyche he/theySurvivorhe/they
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i see the same factor driving toxicity in league of legends games. just as there's less toxicity in mafia marathons, there's less toxicity in lol arams.
when a game is long and it's difficult to come back from deficits, a teammate's mistake can lock you into a hell of suffering that lasts until the game is over
when a game is short or mistakes are easy to come back from, a teammate's mistakes can be inconvenient but don't affect you as much. it's a lot easier to let it go.You can't step in the same river twice.
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