A compelling argument - if you aren't having fun in your current match, don't play the game ever! Interesting how you work two fallacies in at once.BloodSquirrel said:Then don't. Nobody is forcing you to keep playing. If you quit often enough, Bungie will even go ahead and pre-emptively quit for you.Eclectic Dreck said:Nor do I have any responsibility to stay in a game where I am not having fun. Given it's status as an entertainment product, the expectation I have is not unreasonable. Just as it is not your responsibility that I enjoy my time in the game, it is not my responsibility that I stick around and play fodder.
I make no assumptions about what you want and I would thank you to do the same about what I may want. Especially when I very precisely pointed out what I expect.BloodSquirrel said:You have this mistaken impression that I want you playing Halo: Reach. I don't. There are plenty of people who don't constantly quit games, and I want to play with them. You can either desist in your socially delinquent behavior or you can go find somebody else to play with. I hear CoD is really popular nowadays.
Let me just hold up this meaningless circular debate for a moment. The problem you appear to have is that you are in many games where people quit. Now, thanks to the millions of people who have played Halo at this point, it would not be unfair to assume that your experience would be relatively representative of much of the population - that is, a significant portion of the time someone quits and diminishes your enjoyment. If this is happening often enough that you find it a very significant annoyance that can only be countered through a punitive system, then I think you may be misinterpreting the problem.BloodSquirrel said:As far as I'm concerned, if this keeps quitters from even buying the game in the first place, then it's worked better than Bungie could have ever imagined.
The reason people quit in a game is largely because they are frustrated. While the basic threshold of annoyance varies from person to person, short of quitting in order to grief the problem is that a significant enough portion of the people you have played with have become so frustrated with the game that they just walk away. Sure, a punitive system may help resolve the problem but I would assert that the systemic cause of the problem still exists. As I already pointed out in passing, the last time I played Halo 3, the ranked matchmaking system routinely delivered me games where I not only had no hope of winning, I didn't even have any hope of positive reinforcement of my activity in general.
I do not profess to know the true cause of such a problem. It may well be that the Halo 3 community was so incredibly skilled that by the time ODST rolled out the very worst players were several orders of magnitude better at the game, or it may be that people are exploiting the matchmaking system in order to play against fodder like myself for cheap thrills. Regardless of the cause, after three separate attempts to play the game resulted in hilarious strings of defeats, I decided the game simply wasn't worth playing at all.
Regardless, penalizing someone for not having fun may resolve the problem for others, but the person who is not enjoying the game is still not having fun. You have not resolved the inherent issue and instead simply mitigate the fallout for the rest. To make the argument that "if you aren't having fun in a game you just shouldn't play at all" is silly and supports neither your premise (that people who quit before the end of a match diminish your enjoyment) nor does it provide an effective counterpoint to my argument (that a penalty for being frustrated is silly).