https://clips.twitch.tv/ResourcefulBoxyZebraThunBeast-6jZ7whi4c5uAgfFO
Steven: "...impacting your gameplay in a negative, harassing and repetitive manner - [where] the motivation to do that action is less about their personal advancement, and more about impacting your gameplay because when they elicit the response of anger or rage from the player, they feel a sense of accomplishment. That, imo, is what griefing is."
Context: what is healthy risk, and where does it become unhealthy griefing?
Takeaways:
- healthy risk - other players have the right to impact my progress
- unhealthy risk (grief) - other players using these rights to elicit a response from me
This is really clear, and I appreciate it - but humans be human - we are rarely motivated by 1 pure motivation, despite such a clear definition of griefing. So I have a question:
The corruption system aims to curtail griefing from the offender's end, but there's a secondary way we can disrupt a griefer:
- Bolster the victim's ability to remain calm when being griefed.
Have there been other games that helped you keep your cool? How did they do it?