Why I mention League of Legends is because they've added a very interesting feature to their website (I'd say their game, but it's not really a part of the game client, but more their website and community) which basically gives people of max level the ability to judge their peers based on the cases presented to them. Essentially what happens, and please if anything I say is wrong do correct me as I'm going based off my experience and what I've read, is that when a player is reported by one or more people the reports are compiled and if enough reports are made on a player then the player is sent to the Tribunal to be judged on their actions and the reports. Players are given the chat logs, the items the reported player bought, the level they reached, the outcome of the match (win or loss), the kill-death-assist ratio, the reports themselves and any comment they left on the box and a few other tidbits of information. The players then use all this information going through all the cases to decide if the reported player need be punished or pardoned. If there isn't enough for them to truly decide they may also skip the case and go to another. Basically the majority vote is what will happen to that reported player. Either punished through the tiers of punishment (the more severe tiers being approved by Riot Employees first, another good idea) or pardoned and all those cases thrown out until the possibility that same player is reported again.
Now, what I love about this system is that it gives the players more investment into the game they play and the quality of their community. Each player who takes part in the Tribunal is reading and helping to manage the community and remove the trolls and general poor players who harass and attack their teammates, even if they themselves are good players. And the fact the player who partakes in the tribunal and has voted along with the majority (a result hidden from the voters) will get some bonus IP for their time is a great incentive to keep at the Tribunal and help cull the community of those who drag down its quality. I do think there are still some flaws with it and I could go into a detailed list of improvements and why, but I'll give a short list here. Many of these have also been brought up on the forums and I do believe there are many threads found here ( Tribunal Forum) about how to fix or improve the tribunal, but regardless here's a short list I composed:
- Needs the chat before and after a match
- Could use the reported player's win/loss/leave records and even possibly prior # of reported offenses and a graph of frequency of when reported. Basically something showing how much they were reported and how frequently.
- A level on which you feel they need to be punished. So if it's something minor, you can vote a lower number, if you think they really need to be punished in a more harsh way, a higher value.
- An ability in which to flag other players in the chat who are equally or more so offensive than the reported player
- Better timestamps on events and chat logs. Basically timestamps on when buildings/heroes died, when things were said in relation to the game, when the player has left/disconnected from a game, etc.
- Something to state who had teamed up with who prior to the game. Basically so you can tell if say a group of 4 friends basically all report one poor random player for some nonsense and basically gang up and troll that one player.
- Replays (granted we need the replay system to be out first, so I'm sure once it's out we'll get that for the Tribunal)
I'll try to elaborate the idea. Essentially, like the system now you can click the player and choose to "Praise" them instead of "Report" them if you find they were exceptionally good players in the game. If they were helpful, if they were kind, if they were good team players, etc. Basically you want to state what they did well and how often they did it. Like tribunal, enough praising and the player's praising could go to the very same type of system, but instead of a Tribunal to punish or pardon it's a Tribunal to vote whether they truly deserve a reward for their good behavior. The rewards will still need good ideas but they can range from IP or RP to skins or even a whole hero or some bonus (exp or IP) that's placed on their account for a day or for so many games. It's entirely up to Riot here as to what they feel is good enough to reward them, but not so much that it makes the game too easy in their eyes (or remove their income from skin sales as, yes, they do need money to keep operating and I am happy their model is basically just money from either getting a hero faster than if you work for it or cosmetic, basically nothing game changing).
Is this system abusable? Yes, every system any human has ever created has the possibility of being abused. A group of friends could go in and praise each other and keep doing that every game. But, there are workarounds for that. They could just not be allowed to praise people they queued up with or they could, but then I go back to one of the things I want to see displayed for a Tribunal case, that is something that states who has grouped up with who prior to a game. This should alleviate the problem of friends praising each other for easy rewards. While I'm sure there are other problems with the system, this one is the real main one I can think up at the moment.
Now, will this necessarily surely change a person's attitude or personality? No, but it should help make the game more enjoyable as people might even act nice just to get rewards. The thing is, if the person actually is going to act the part it is more likely to change their personality. Studies do show that the more a person does an action or maintains a personality standard the more it gets ingrained into their psyche and the more they actually become such. That is, the more they smile or think positively, the more positive a person they become and, likewise, the more negative they think the more negative they become. Like the study above about behavior modification, I'll edit this entry when I find the studies I have read and support this point. Still, it is fairly valid in stating that should a person actually act as such consistently then we'll find they'll become such over time.
Basically, what I'm saying is that games need to start also think more towards rewarding players for things that help the community or rewarding players in game themselves for doing what the designer intended (though I'd argue when it comes to single player games to NEVER punish the player for not doing what the designer intended because that's just not fun). Keep the methods to punish as there will still be a need for those, but think more towards the ideas of how to reward players for their good behavior. I do hope more game designers think upon this and try to build such systems into their games, specifically online games where such attitudes tend to result in the actual fun of a player even more so than the game itself at times.
Anyways, I do apologize for not having the actual studies for reference at the posting of this entry, but I have much to do and I do need to find the studies again as it has been years since I read them. Doing a quick search I found that most psychologists and sociologists are in agreement with the statements I posted above, but I want to get official studies for reference. Thank you for your time.