

Where one player might answer that their heal was on cooldown, the other could argue in turn. You want to blame the guy that had the heal: ‘Why didn't you heal me?' Immediately a fight breaks out." DeForest used the example of a player who, after dying, turns their attention to a nearby healer. While practical in theory, this opens up anyone for attack. In HoN, players had the ability to view the cooldowns of their fellows' skills - something Strife players shouldn't expect to see. "We're betting we made the right choice." "It's still there, and it has some hurdles to break people in, but again it's just a choice that we had to make," DeForest said. In this way, S2 hope to limit harassments from strangers without inhibiting interactions with your friends. They can then choose to invite other teammates from that match as they please. When players create a party and enter match-making, they're automatically set up with a voice channel just for those members. Instead, Strife gives players the option of whom they want to speak with. It's difficult for the developer to investigate any harassment that ensues because it simply isn't feasible to record all conversations within that game. If someone is harassing you, you have the capability to mute them."īut the problem is that players have the ability to be belligerent right out of the gate, DeForest said. "In HoN right now, when you join a game, you're immediately in a voice chat channel that you can communicate with your teammates. "It's a great feature within HoN - we always get a lot of praise for it - but there will be no voice chat within Strife," DeForest said. More importantly, it will limit the communication players can have with their own team. Strife will not allow players to chat across opposing teams. This begins with the game's most obvious avenue: communication. They've weeded out "some of the mistakes," they've made, DeForest said, and set forth with a very specific goal for Strife. Through S2's development with Heroes of Newerth, the team has been able to analyze their design practices. There's less reason to blame your teammates and there's less reason to start bickering within your team." "Rather than trying to fix people themselves, we're trying to make really intelligent design decisions to elegantly address those problems so there's less reason to be inflammatory. "People have tempers, and people will always have different visions as to how our team will best coalesce together and win the game," Liu said. But S2 is well aware that it can't "fix the human race." Conflict is more likely to hit directly from your own teammates. The pressure isn't coming from opponents, either, according to director of monetization Pu Liu. The problem is that new players are hitting a wall - a barrier made by the genre's existing community and how they behave and interact. It seemed the first thing that people started to latch on to was ‘I tried to play this game and these people are mean. "Just getting journalists and general gamers to understand ‘what is this thing?' Yeah, there were people who knew what was and were playing it, and it had a big audience, but it took so long. "In the beginning of this genre - at least in the commercial space - was this educational thing," DeForest said. Riot Games' hot title League of Legends ranked third, but it was S2's own Heroes of Newerth that snagged the top spot. Shortly before Strife's unveiling, S2 chief executive officer Marc DeForest was reading an article on the five worst communities in gaming. They call it Strife - a new MOBA designed to disarm abusive players before they even get their fingers on a keyboard.Īt a recent press event in San Francisco, S2 Games unveiled its free-to-play game alongside plans to stamp out bad behavior and create a more challenging experience with fewer heroes.

But while HoN continues to thrive among its fanbase, the team is moving forward in hopes of creating a game with a little less vitriol. S2 Games, creators of the massive title Heroes of Newerth, are well aware of the genre's tendency toward a toxic community. If there's one genre that's known for being player friendly, it's not multiplayer online battle arenas.
