PlayerUnknown’s Battlegrounds is well known for having a toxic community, but the specific nature of its toxicity shows a different direction than what we would see in most other online games. These players have found new and inventive ways to express their negative behavior rather than falling back to the more traditional forms of toxicity. I see PUBG as a strong example that toxicity is learned and not innate, and that toxicity is a result of game design.
Many games will use a narrative event to break pre-establishing rules in order to accentuate the moment. However, the way in which this is done can dramatically affect the relationship between the player holding the controller and the character going through the narrative event. This is particularly noticeable in RPG boss fights when the protagonist is so determined to win that they become invincible through sheer determination, which ruins the player’s sense of urgency. Azure Striker Gunvolt circumvents this problem by giving the player a generous super-mode called Anthem, but also presenting new challenges which specifically target the nature of Anthem’s abilities.
WARNING: Major spoilers for Azure Striker Gunvolt and Undertale, and a scattering of other games.
The War of the Chosen expansion for XCOM 2 introduces three factions that hate each other, and it’s up to the player to unite them to defeat the aliens. This social tension is represented in gameplay through the “Lost and Abandoned” mission, which introduces the player not only to the factions themselves, but also to the new threats that make the factions necessary. Although the factions are strong, they also have weaknesses, and the player learns firsthand why they need to work together.