Please note: Feel free to correct anything here.
WARNING: EXTREME TL;DR AHEAD. Read at your own risk! However, it may improve your understanding of human social learning!
Currently a faction of players here present a valid concern over the current gameplay of zero-k's big team game. Their concerns are about a behavior that has been acquired through observational learning and operant conditioning. The 'trolling' as seen by this faction can be explained through psychology. Is it wrong or bad? You must decide.
First off let's identify some behaviors in the game.
Failing - when a plan is countered horribly so. Example: Losing 30 balled up swifts to a leveler.
Trolling - This one is very hard to define because there's no general consensus. It's any not-normal behavior from what I can gather. EG: Playing outside the meta. 'unproven' behavior.
Normal behavior - Anything currently in the meta. 'useful' behavior.
Currently normal behavior only has a single reinforcement: 'winning' which is a variable pay off. In 1v1, this is based on your skill and decisions alone. This leads to high personal responsibility, high risk, high reward. Players play by the meta to reduce the risk of losing (active avoidance). They're not comfortable with losing because it is punished by mocking and other noxious behavior. Guess what? This noxious behavior (EG: By old Firepluk) sets up a role model for the unlearned newbie that this behavior is acceptable. So this behavior is acquired by something called observational learning. You see it happen, you repeat it. There's no punishment (except in extreme cases) for this behavior and others join in on it, leading to a sense of approval/belonging (reinforcement). In short: You bag on people and gang up on them because it is positively reinforced through peer approval. Nobody speaks out against it and those who do (EG:
Chesti ) do not change their punishing behavior when the behavior is corrected or attempt to correct all the behavior.
For negative reinforcement (EG: Punishment through application) to be effective, punishment must be:
- Consistent (EG: Don't bag on a particular player only for being negative just because you dislike them)
- Not extreme (This will lead to an avoidance of the punisher / game in general, as seen by many newbies leaving due to veterans being harsh on them)
You can use the negative reinforcement (Through peer pressure) to eliminate certain unwanted behaviors (such as raking people over the coals for not playing to the optimal level). To reinforce the positive behavior (playing with the team) you should reward it consistently or at least more frequently than the negative version of the behavior is rewarded. Let's look at the current situation to get an example.
I don't play with the team every game, often doing my own thing and have more fun (which outweighs the punishment of peer disapproval) so the behavior stays. Even when I do subtly support the team, the behavior goes unrewarded, which doesn't help reinforce the positive behavior. In fact, often times the behavior is punished (through the raking over the coals because it wasn't totally optimal or by the books). You could say 'but the behavior IS rewarded through winning' and be partially correct. But the negative behavior is also rewarded through winning as well. In fact, for both behaviors it is rewarded equally as frequently. If not, the negative behavior is more rewarded (through self-gratification events such as scything an entire armada of swifts).
So let's get down to it. How can you help make zero-k better?
- Praise good behavior. Give 1 (one) or more positive praises to an individual player that has done the good behavior in game. Make sure that those who did the good behavior aren't left out!
- Punish negative behavior through peer disapproval.
- Don't perform the negative behavior yourself.
Problems with social approach:
1.) Good behavior and bad behavior is not agreed upon universally.
2.) EFFORT!
3.) no tokens for a token economy. (Yet...) Outside of peer approval / pressure. Might make a karma widget sort of thing.