Note: The views presented in this article are the opinions of the author and are not necessarily representative of the opinions of Neoseeker.
Multiplayer is a thing that's here to stay. Nobody's disputing that, and nobody's certainly saying that's a bad thing. We've had multiplayer in some form ever since video games really became a thing. Whether it was local versus multiplayer in Pong or cooperative like Super Mario Bros taking turns with Mario and Luigi, gaming has slowly become ever more social. With the power of the Internet and modern games, we've been able to expand our reach across the world. Unfortunately in some cases, the anonymity provided by the Internet and online identities has a habit of bringing out the worst in people. Trolls are everywhere online, as are impatient people who just want a match or dungeon to finish as quickly as possible with the best possible outcome. Ironically, these people are also the least likely to try to coordinate with other players and the most likely to complain when things don't go as expected. Here's a tip for you: cut the crap and actually talk to your teammates if you want to get somewhere.
Let's take World of Warcraft as just one of many examples that any number of us could share. When queueing for a random group, everyone expects everyone else to know what's going on unless it's the first week of a patch. That sometimes stretches to a month with new expansions, provided you don't have someone who knows everything from beta and has a holier than thou attitude despite being an unholy death knight. Healers expect tanks to automatically know what they can and can't heal through. Tanks expect healers to know how to heal on the run and keep moving. Both parts of the holy trinity expect DPS to not let the tank top the damage meters so the run doesn't take an hour. These are all well and good, but things are likely to fall apart very quickly if those expectations aren't met. One wipe and everyone's insulting each other because that's the only way people know how to talk to each other.
Just yesterday, I was leveling a new blood DK through dungeons. I got into Shado-Pan Monastery from Mists of Pandaria and had a mistweaver monk healing. Okay, cool this'll be quick. In and out in five or ten minutes, get my experience points, everyone's happy. Boy was I wrong. After wiping on the first trash pull after the first boss fight, the healer starts complaining that I went off and left him while he was changing from his DPS spec to his healing spec. He didn't take my response of "I would have waited if you spoke up" very well, instead opting to call my mother names I won't be repeating here. The rest of the group decided to remain silent, faithfully doing their job of killing things while I forged ahead despite the healer's colorful descriptions of his activities from the previous night with my mom. In the end, I was kicked from the group and quickly found my way back because the game's match making system decided there weren't any other tanks to give them. The healer then rage quit, letting the group finish peacefully.
This problem isn't exclusive to WoW or even MMO's, for that matter. If a game has voice or text-based chat and the ability to group up with random players, you run the risk of running into people like my healer from last night. Whether it's a 12 year-old on Xbox Live or someone with a short temper who's already had a bad day on PSN, people are going to be full of rage when things don't go as assumed. What if it didn't have to be that way, though? If someone outlines a strategy for an objective or people actually spoke up when they need a minute, things could be so much more peaceful with random matchmaking. The same goes for people who haven't done a specific map or instance before. People new to something are less likely to speak up than they used to be for fear of becoming the next target for a gamer's rage. People just simply don't talk to each other anymore for fear of dealing with someone's outburst, yet in doing so they're more likely to experience it because people aren't on the same page and their way is obviously the "right" way.
Sure, we've all got our takes on how to tackle an objective in multiplayer aspects of any given game. There may even be a conventional strategy that everybody uses, which can cause problems when the other side is doing the same thing. There may even be new people in your team who have read or watched videos on that strategy but haven't actually done it yet themselves to fully understand what to do. If everyone's on the same page or there's only one viable way of completing your objective, there's not a whole lot of communication needed. It still doesn't hurt to at least make sure everyone's got the same game plan in mind and they don't need a second to relieve themselves or feed their cat before rushing the giant dragon or starting a new match in Call of Duty. The world of online multiplayer would simply be so much nicer if people used their words for talking about more than just what they fantasize about doing to women they've never met.
One of the easiest ways I've found to disarm these trolls is to simply start off with a joke. It could be stupid, or it could be something from Jeff Dunham or Bill Engvall. If the group seems relaxed from the beginning, your chances of dealing with rage over a minor mistake are much lower. You could also talk about something you read about the next Call of Duty or plans for an upcoming patch. If you set the tone early, you'll be able to gauge how likely someone is to be on the receiving end of an outburst from someone who may take video games a bit too seriously. Many, many groups in Final Fantasy XIV, RIFT, and other games go through matches, dungeons, or raids without people's foul mouths becoming an issue. There are always the select few who have to ruin it for everyone, though, so if you haven't developed a thick skin by now you'll want to test the waters before jumping in head first.