Competitiveness and the death of roleplay

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Hello again,

I am here to provide another reasonable (ish) take on the perpheads forums.

The topic of today's thread is how excessive competitiveness is inherently detrimental to roleplay. I've mused over this topic a lot over the past week or so, and I hope I can properly get across what I'm trying to say.

Let's start with a question. What makes PERP enjoyable? The answer will vary from player to player, and perhaps the majority opinion has changed since I first joined. To me, the joy of PERP is found in other people. The interactions between myself and others and the funny, silly and sometimes unexpected things that come of them. I think, to some extent, a fundamental aspect of any answer is derived from this core principle. Raiding requires other players, basing with your org requires other players. Being police requires criminals, medics require cadavers, etc. I could go on, but the thing that differentiates PERP from any other game is how social it is. Enjoyment thrives when people interact. However, not all interactions are created equal. If you like the person who you are interacting with them, the experience will generally be better, with more oppurtunites for silly / funny goofs and gaffs.

In my experience, competitiveness tends to breed resentment, especially on PERP, where a loss represents a genuine loss of profit and items that you've worked for. This resentment can fester into OOC feuds, petty ARs, whatever. If you view PERP as a competitive game, you will make enemies. If you don't understand that it's just a game, like I see quite often, these enemies will be OOC, and thus the dislike of them will bleed into every interaction you have. Not to mention, raids and shooting people are possibly the two actions on the server that have the least genuine player interaction. Shooting at someone and dying or killing them gives no room for roleplay to happen.

PERP isn't a competitive game. The point of PERP is not to get loads of money and guns and be the coolest shooter with the best montages. It's about enjoying yourself within a community of people trying to do the same. I think if people were more amenable to each other, and more open to experiences that exist outside of sweating for guns and drugs, the server would be a better place, with a lot more interesting and organic player interactions.

Thank you for coming to my ted talk. I am extremely sleep deprived. Forgive me if my speech is unclear or absurd.
 
GMOD is my chill game, I hop on to have fun with friends. Raiding to me is just a fun way to pass time, where half the raid me and my friends are just laughing our asses off. Getting guns and money is easy enough, so there's plenty of time to do other things. Being social is definitely what makes the game fun though. When I started out as a new player I would sit with a pistol in Hicktown Trailer 3 all by myself for weeks, which was quite boring ngl. The game first became really fun when I got people to hang around with.
 
Your speech is remarkably clear and sharp actually. I can point to two particular org updates which has led to this negative competitive spiral:

1. The organisation leaderboard update: everyone is now competing to increase a number on the F3 menu and for what? We already knew who were the best orgs in what categories. This update gamified dominance and has people squabbling over tiny differences on the leaderboard which has no basis for roleplay. Every second you're chatting with friends at bazaar is a second wasted not increasing the org score.

2. The organisation update limiting yield after a certain number of people: might be controversial and perhaps biased since we ran the Gentlemen's Club as a zerg numbering 60 people at its peak. Yes, the update stopped all the top shooters cooperating in teamspeak and demolishing the city raid after raid but it killed an important part of the player ecosystem. Now, orgs basically cap out at 15 players since you only take a 5% hit on the yield, any more and your harvests become impotent. So in order to compete effectively, orgs need hyper efficiency with constant activity, crafting output and raiding. Before this was not the case, in our org we had firefighters, PD members, journalists and just chill players who wanted to chat. Besides, there was always a cap on the number of players you could have, since without a solid political system at high member counts, the org would collapse and split. Also, it's not fun nor that profitable to raid with a large number of people anyway.

Not sure if we'll ever go back or the system will be revised but to me, it's quite evident that these elements have made the gameplay unnecessarily competitive and has led to the proliferation of a certain kind of player - one that sees PERP as nothing more than Counter-strike with a few elements sprinkled on top.
 
Your speech is remarkably clear and sharp actually. I can point to two particular org updates which has led to this negative competitive spiral:

1. The organisation leaderboard update: everyone is now competing to increase a number on the F3 menu and for what? We already knew who were the best orgs in what categories. This update gamified dominance and has people squabbling over tiny differences on the leaderboard which has no basis for roleplay. Every second you're chatting with friends at bazaar is a second wasted not increasing the org score.
I don't think anyone is competing for the leaderboard anymore. People are just playing, most competitive players are banned for metagaming or cheating at this point. It appears to me that all raiding orgs are dead. Only Hoodrats is gaining any noticeable amount of XP atm.
 
I honestly think with the way V6 is made, there is way more opportunity to have passive roleplay and separate the loud gunfights for the competitive "cops vs robbers" players.

Before in V5, if there was a shootout, let's say, at the bazaar, you were basically fucked, and it halts your roleplay, even if you were doing something passive like running a shop. Now, there are so many routes and ways around the map, and it has become a lot rarer to be suck into a shootout that you are not involved in.

Let's take XQ Bank for example, if a bank robbery happened in V5, it was fucking aids to do anything once you logged on the server and you had to wait 10 - 15 minutes before doing anything, further emphasising how "competitive" players were affecting passive RPers. But now, not only can you easily access your vehicle in the city garage or use the metro, but the bank windows close fully so that you just don't get randomly shot if you are accidently in the area.

Perp will always have a competitive element to it, that’s part of what makes it so enjoyable for many players. However, I think the argument that “Perp is just cops and robbers” doesn’t hold as much weight anymore. The current map design naturally encourages more passive and immersive roleplay, which I’ve noticed a lot recently while noclipping around. Just this morning, I saw a group of those lively Americans using the courtroom for some RP, and it was genuinely entertaining to watch.
 
What you are saying has truth to it but I don't think this will ever change. I've been cursed out and reported simply for taking peoples revive EXP as an EMS, something that has nothing to do with guns or drugs. The server creators, staff, and development direct, lead, and have the power to change player behavior. I agree that comp GMOD clout chasers are cringe (and fortunately they usually end up banned), but at the surface if there were no people who found enjoyment in simply logging in for PVPing, drugs, criminal activities, etc. I'm not confident this server would have any significant player count to begin with which would consequently hurt the roleplayers experience. Someone put the guns, drugs, ORG statistics, and more here with purpose because they probably realized that as well. For the player, there are so many other servers on GMOD and games separate that you can log into for the sole purpose of talking, socializing, making friends, and building relationships. I believe that the balance between the two is what cements success in the server and that balance is managed by the server administration. Whether or not that balance has been marred out of its place depends on a player to player perspective. Personally, I have a lot of innocent fun in Narcos when I'm playing crim, I meet and get to have great interactions with new and familiar faces through PLPD, and when I'm playing Medic, it's nice to have quick chats with people through that avenue as well. That won't be everyone's experience obviously, but my unique approach to the server is what allows me to believe that there is a good balance at the very least from where I'm playing. Like you mentioned, all we can do is hope that the people who log-in don't forget that it's just Garry's Mod and that they don't have to be a hoe all the time & that staff/developers maintain a good eye on the state of their game :)
 
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