| advertise add site services publishers database health videos | ![]() | about toolbar stats live show health store more stuff JOIN/LOGIN |
For a Wikipedia essay on the topic, see Wikipedia:Griefing. A griefer is a player who plays a multiplayer video game to irritate and harass other players, rather than in pursuit of game objectives.[1] The term is also used to mean a person who uses the internet to cause distress to others as a prank[2][3] (see also cyberbully).
[edit] HistoryThe term was applied to online, multiplayer computer games by at least the year 2000 as illustrated by postings to the rec.games.computer.ultima.online USENET group.[4] [edit] OverviewGriefers differ from typical players in that they do not play the game to achieve objectives defined by the game world. Instead, they seek to harass other players, causing grief. In particular, they may use tools such as physical blocking, harrying, killing teammates, provoke teammates to kill them hoping to have the teammate kicked or banned, hurling insults, and exploiting unintended game mechanics. Griefing as a gaming play style is not simply any action that may be considered morally incorrect. Though the staff of each online game defines griefing in a manner that best fits their game, certain criteria must be met for an action to be considered griefing. An act of griefing involves the following three types of actions to be considered grief play:[5]
An act of griefing usually meets all these criteria as well as any game specific criteria set by the developers of the game.[6] Generally, for griefing to have occurred, the player in question must meet several, if not all, of the criteria listed above. More open definitions of the term suggest that the curbing of enjoyment in any way to be a form of griefing, whether it meets any of the listed criteria or not. These players will often consider the following actions to constitute griefing: kill stealing, player killing, spamming, team killing (or team wounding), teamflashing, door or path blocking, ninja looting, spawn camping, and corpse camping. These actions often meet one of the criteria but may fail to meet others. Griefing shares much in common with laming, another term in online gaming, though the former tends to have stronger connotations. Although laming is less well-defined, fulfillment of the first criterion is often enough to classify an act as laming, thus, many of the above listed actions, while not accurately considered griefing, may legitimately fall under the category of laming. Though the two terms are very similar, griefing is typically more specific, particularly in regard to the second and especially the third criteria. Griefing methods differ from game to game depending on that game's mechanics. Changes and upgrades can sometimes prevent or lessen some acts of griefing, though the large player community of such games can sometimes find a way around it. [edit] UsageGriefer is the noun form used by victims to refer to the player causing grief using the previously mentioned methods.[7] The term griefer does not refer to any player that causes grief to others. Rather, it refers to a player whose only objective in the game is to cause grief, and who cannot thus be deterred by penalties related to in-game goals, because they have no in-game goals other than to cause grief. [edit] ExamplesIn massively multiplayer online role-playing games, (MMORPGs) that do not allow any player versus player (PvP) combat, the act of attacking another player is prohibited. Training mobs is a method of griefing where monsters are manipulated into attacking other players. The griefer first provokes monsters into attacking their own player character, then lures the monsters to an area populated by many other players. The griefer then uses some technique, such as leaving the area, to lose the interest of the monsters. The monsters then attack the other players in the vicinity. This example might not be considered griefing in some contexts, such as in a player versus player environment but inflicting additional hazards on a teammate would be considered griefing. Another example of griefing in an MMORPG would be killing non-player characters, particularly those crucial to questing, vending or transportation. This directly disrupts the game play of nearby player characters, who are left with the task of either waiting for the slain characters to respawn, or attempting to kill the offending players if the game allows for PvP combat. More often than not, the offending player is counting on this, so that he may kill other player characters in "self-defense". In some games where players choose to roleplay, griefers will sometimes attempt to disrupt or undermine ongoing roleplay by standing among the roleplayers and intentionally talking "out of character", shouting profanity or nonsense unrelated to the roleplay or game, hitting players with unwanted buffs (sometimes referred to as "drive by buffing"), or using powers or game mechanics to annoy, push or generally obstruct roleplayers. Some games have dedicated roleplay servers where such behavior can be prevented, but for games with no roleplay server there is usually no way to avoid this type of griefing unless the victims leave, hide or simply move away from the griefers. Another example is the practice of "crashing" in multiplayer racing games, such as Live for Speed. A crasher will often wait at a certain point at a track, ram other players that are in slower cars or braking, or drive in the wrong direction, attempting to collide with another player head-on, among other acts. Crashing is almost always frowned upon, as it disrupts the race of players who are attempting to run a clean race. There is often the option of kicking or banning the offending player, but sometimes such options are not available. Occasionally, rule-abiding players will have had enough, and collectively attack the offending player. Sometimes, servers of certain games run third-party software that kicks crashers on the basis of movements unusual in a race, but sometimes, as in Live for Speed, the software works to the advantage of the crasher, as the attacked player will trip the software, due to lag and/or collision detection sending the player careening massive distances into the air, and be kicked, while the crasher will remain. In online games such as Second Life that allow the scripting of objects, griefing is very common from established groups such as the Patriotic Nigras, who use such scripted objects to harass and lag users, as well as build special self-replicating objects designed to overload a server and take down regions of the game. However, simply instigating drama with content deemed 'broadly offensive' or 'harassing' by other players, or the dreaded Governance or "G-team" is deemed to be griefing (the definition of 'broadly offensive' is frequently derided by civil libertarians as offensively broad).[8] Another example is that of raging, which in principle is very similar to griefing. They use many methods, mainly in FPS (First Person Shooter) games, to annoy and spoil the game for others, doing such things as blocking doorways, repeatedly team killing, and using game exploits and hacks to annoy others. On March 2008, malicious users posted seizure-inducing animations on epilepsy forums.[9][10][11] The practice of griefing was the theme of the South Park episode "Make Love, Not Warcraft", although the actual events depicted are not possible in World of Warcraft. Another form of Griefing appears in a mod of the popular Source mod "Empires." In earlier versions of the game, a Grenadier can lay more than 8 mines under a vehicle to detonate the first mine, sending the victim's vehicle flying. A great example of this form of griefing can be seen here - HL2 Empires Griefing: GET TO DA CHOPPA, 3 DAYS OF LULZ. This exploit was soon removed by a patch that caused the first laid mine to simply disappear to prevent griefing. [edit] Social aspects of griefingWhile clear examples of griefing exist, much of the difference between griefing and non-griefing activities depends on individual player's understanding of the social norms of the in-game world. Activities one player considers griefing may be understood by another to be part of normal gameplay. While certain behaviors are generally recognized by the majority of players in a game as griefing, the ultimate classification of any single act as griefing rests on the intent of the perpetrator. Griefing may not occur if the perpetrator's intent is not to negatively impact the victims game play or if the victim is capable of exacting retribution at the present or in the future. The perpetrator must have an advantage that was not intended by the developers of the game to exist. A number of gaming groups are believed to exist for the sole purpose of griefing.[12] Again, the classification of these groups as griefing groups is subject to individual analysis and the required criterion for actions that can be considered griefing. In some cases the perpetrator may claim to be a griefer but be acting in a completely developer intended manner. The perpetrator's intent may be to grief but if the victim has a clear means of reprisal that was intended by the developers of the game, the offensive acts are not griefing but merely a means of playing the game. [edit] Combating griefersMany subscription-based games have taken steps to combat griefers as they reduce the amount of enjoyment non-griefers take in the game and thus drive away business.[13] However, the opportunity to grief is present in the functional requirements of multiplayer games in general (spamming is an unavoidable given non-restrictive player to player communication). Also, some griefing activities are easier to curtail than others. While spamming can be prevented with an ignore function, preventing the use of exploits in the FPS genre requires altering game balance issues. This is not impossible, but would remove the strategy aspect of some team-based first-person shooters. Also, since all griefing involves manipulating exploits, only by eliminating all of them can programmers remove those opportunities from Player Versus Player oriented games and Non-Player Versus Player oriented games. Given the scope and complexity of most multiplayer games, preventing griefing in Non-Player Versus Player games can be next to impossible. In light of this, most games allow either for Gaming admin to reprimand offenders (up to and including banning certain IP address from logging onto a local server) or, as in the case of MMORPGs with persistent worlds, have a reporting process by which the activities of certain players can be brought to the attention of Game Masters. The GMs or Customer Service Representatives then decide on any disciplinary action (if appropriate). By some accounts, as many as 25% of customer support calls to companies operating online games deal specifically with griefing.[14] But in some MMOs griefing is reportable only as an abuse or exploitation of unintended game mechanics, which is frustrating to the victim of such acts as the griefer may not be dealt with as the report will go directly to the developers to fix the abused code. Several games practically eliminate the major forms of grief in online games by having separate instances for areas between towns and outposts, meaning no one except the player and their party can be found in that area. This means that many aspects of griefing are impossible and a griefer could only grief another player by gaining entry into the party. Within Second Life, a variety of anti-griefing gadgets are available to discourage griefing attacks.[15] In How to Do Everything with Second Life, author Richard Mansfield advises that the best approach is to be prepared and deploy anti-griefing measures before the griefer becomes fully engaged in griefing activity.[15] These devices are not foolproof so the game administration maintains a police blotter to report on actionable griefing incidents.[15] A few days' suspension from play is a typical response.[15] Peter Ludlow and Mark Wallace note in The Second Life Herald that in-game player alliances have been somewhat more effective at curbing griefing.[16] These groups set up educational facilities to reduce the exploitation of new players and set up informal networks to limit known griefers' access to game rewards.[16] [edit] See also
[edit] References
[edit] External links
| |||||||||||||||||||||
| ↑ top of page ↑ | about thumbshots |