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'Bad' behavior in any setting is a highly subjective call but seems even more so in MMOs. In our latest Social Hub, we take a look at how 'bad' can be interpreted. See what we came up with before heading to the comments to add your thoughts.
Although there are staff working and available for help in MMOs, sometimes it seems they are more on autopilot than before. No, I'm not talking about development, such as the current status of Guild Wars 1, but the involvement of GMs and a tighter-knit environment and the impact that has upon the community overall. Ultimately, the more hands-off approach has left things mostly to the players it can affect the nature of the community. As a result, it seems that this hands-off approach also brings a lack of consequences for behavior that is negative, bothersome, or otherwise poisonous.
Read more of Christina Gonzalez's The Social Hub: Definining 'Bad' Community Behavior.
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