Back in my day… in Brood War, you could easily squelch or block someone directly if they were being a nuisance. That feature was simple, but effective. Just block the person causing trouble, and you could enjoy the game without constant interruptions.
Now, that option is still very much alive in modern games. In fact, you can permanently mute or block someone, effectively removing them from your experience. Players who get reported enough by unique users can also end up permanently muted, ensuring that toxic behavior doesn’t disrupt the game.
These tools have always been available to deal with toxicity since Brood War and continuing to this day. They’re part of the foundation that allows players to have some control over their experience, even when facing disruptive individuals.
However, something has shifted over time. With the introduction of features like “automatically blocking all messages and invites from everyone,” I’ve noticed a troubling trend, especially in Starcraft 2 and other online games. These games, once social experiences where players interacted, have become almost single-player experiences in practice. Even though there are real people behind the other accounts, from a user’s perspective, it feels as though they might as well be bots.
The essence of online games, communication, has been stripped away. You can play the game with real opponents, but you’re isolated from the social experience. There’s a paradox here. While you’re interacting with real people, you may as well be playing against AI because the connection, the engagement, is no longer there.
This shift raises questions about how these games are evolving and what the long-term impact on the community and gameplay experience might be. In an effort to block toxicity, we may have unintentionally erased one of the core features that made online gaming so engaging in the first place — the ability to connect with others.
We need to stop labeling these games as “Multiplayer” when everyone is auto-blocking chat, and start calling them “Isolated-Player” experiences instead.
If everyone was able to toughen up back in my day (Brood War), why can’t modern gamers do the same now? Why have they become so sensitive and reliant on external moderation, instead of handling chat interactions themselves?
We did we destroy the overall social experience of modern gaming in order to shield a handful of snowflakes?
Just now, I wanted to discuss the strange strategy of mass gateway+mech that was used in a Direct Strike game with my allies (the strategy worked!). However, after the game, I couldn’t communicate with either ally because they have everyone on the default option of autoblock.
This isn’t something rare or that jsut happened to me for the first time, but rather pretty much every game. I can never discuss the game with my allies after its conclusion, win or lose.