Is Griefing Fixable? Has One Game Done It?

Over the years, many people have argued that griefing, bullying and abusive language are just the nature of MMOs, and you can’t fix them. It looks like they might be wrong.

Today we’ve got three interesting posts on the subject of hostile MMO communities, including details of how League of Legends has apparently succeeded in massively cleaning up its infamously hostile player-base:

  • Stubborn looks at the interactions involved in bullying, between the bully, the victim, the audience, and the (often absent) authority“The bully attacks the victim for something from the audience – it could be popularity, support, attention, or fear – while the victim seeks help from the authority, who (should) comes down on the bully. “
  • Spinks asks whether, based on her experiences in MoP, one way to diminish abusive player behaviour is just to make content easier“But really, random groups need easier content to make up for the fact that they won’t have as much experience at working together, are less likely to communicate, and are likely to contain players of widely differing skill and experience levels. “
  • And Gameronimist looks at the success of the “Honor” system and more in League of Legends, and how well it’s worked“Isn’t this what Scott has been talking about the whole time? The difference between intrinsic and extrinsic motivation. People don’t need rewards to stop acting like assholes. They just need some intrinsic motivation to do so. “

What do you think? Can LoL’s success be applied to other games?