The conversation economy: talking to strangers with confidence
Written by qazimod on August 11, 2009 – 16:40PC gaming aside, Xbox Live on 360 was my first real online experience. I’d missed out on DreamArena, had no networkable PS2 games and my old Xbox 1 was modded, so going from hastily-typed banter in Quake 3 Arena to vocal chatter on Xbox Live was going to be tricky. Hell, it still is. For all the extra personality that voice gives you, it can sometimes be easier to follow a stream of independent printed messages than it can to make sense of the chaos that can occur in a public Xbox Live game.
You have timid players who would probably even be drowned out by the noise of your 360′s fan, you have loudmouths who don’t realise that there are other people besides them trying to make conversation, you have chatterboxes who can bang on forever about trivial stuff without anyone else getting a word in edgeways… And yet, game developers have already offered up alternatives to text and voice communication; Unreal Tournament’s pre-recorded quips can really help during a busy Capture The Flag game, and I’ve played Left 4 Dead with a broken headset and still managed to get by on AI phrases alone. The problem is that of human nature, of knowing when to calm down, speak up, or stop talking altogether. This is where the “conversation economy” comes in.
The central idea is simple – airtime should be limited if players are too loud or won’t allow opportunities for other people to converse. Talk for too long too loudly and the game will either force the volume of your voice channel down a touch or – worst case scenario – silence you altogether. These “penalties” offer nothing that players can’t already do for themselves, but by making these rules clear for everyone, it would perhaps make louder players and chatterboxes think more carefully about what they’re saying.
Now, re-reading what I’ve written I can imagine your reaction to this – that I’m over-sensitive, that I’m a killjoy, that I should have the courage to be a loudmouth chatterbox myself. However, this idea is inspired by players who are the exception rather than the rule; the more obvious solution is to pick who you play with more carefully. Also, as briefly mentioned before, if I’m hating on the loud folk, I’m hating on the quiet ones too, but at the same time I think that a little more opportunity to get a few words in would make them less quiet. In other words, a natural balance would be accomplished. For another take on things, consider internet culture. If you spend too much time spouting random nonsense in an IRC channel or a chat room, you’ll get warned about things such as “flood control” (trust me, I’ve been on the receiving end of such warnings during the less mature days of my youth.) Bombard someone with email messages and you might be reprimanded for spam, or mail-bombing, or whatever the term is.
Sure, we have the Xbox Live equivalent of blocking in the form of the “mute” option, but that won’t make the offenders any more self-controlled; they will just wait until the next game and continue as before, whether muted or not. I admit that a limit on airtime may not be that useful – there would be nothing stopping someone shouting as much random nonsense as they can get away with, for instance – but for more open-minded online gamers, it may make them think about how players can come together to make a better experience for everybody. The shy players would open up more (and maybe even prove to be useful in-game allies when you finally have the chance to hear their thoughts), the loudmouths would benefit from being able to hear the chatter of quieter players… and the middle-ground? They need never know it’s there; they can just continue as normal.
Hell, it’s got to beat that ridiculous keyboard add-on for the 360 controller.






Excellent piece qazimod. Funnily enough Microsoft have been developing voice, or rather word, recognition software. So who knows maybe one day the games themselves may kick you out of the game for swearing etc, if that day ever comes I’m well and truly screwed!
Uh, yes. The memories of 9 to 13 year old boys with verbal diarrhea. Ok, let me step up and be a man, as a Halo fan-boy I take full responsibility for, uh, wait, no I don’t! I’ve been bitching about this since my second or third day on line! Yes, most blame Halo for its basically open mic when ever in close proximity to other player or 5 seconds of verbal abuse after someone kills you. Halo 3 certainly shut that down. Let me say thanks. But, unfortunately there’s nothing you can do about idiots on your own team except mute them. But, then there goes any chance for team work with the rest of the squad unless they mute too. But truthfully Bungie killed teamwork when they killed clans anyway. Finding good regular players willing to play enough to learn team roles had become extinct in my opinion. But I digress, back to the subject at hand. What about a voting system in all online match team play only. Obviously would not work in free for all matches, everyone would boot who ever was winning, haha. You can boot for a betrayal, why not a majority rules vote on verbal abuse. Or for those immature little piss ants that like to yell at the top of their prepubescent squeaky voices every time they get hit, shot, die, or kill someone. Then there is the unexplainable need for one moron in each game to BLAST music so loud that its sound distorts any attempt to communicate. Voice Recognition software will be great for a review system on banning people for excessive language. But then where do the moderators draw the line? Is bad word, two in a row? A 3 minute rant? I drop bombs more then I should, but not to a point I think It should be reviewed and action taken.
As for the quiet ones, I think they would learn to step up if given the chance also. If there is anyone on here that plays Halo 3 or wants to start playing from 9 to 12 pm central three to four nights a week, I’m looking for teammates to help refine my skills with before ODST comes out. Send a message or friend request referring to GamerDork to gamer tag SENNBAD
Conversation economy? I’m all for it, I’ve certainly been on both sides of this divide, the quiet person in public games and a relaxed (okay loud) participant in friend games.
Only thing I would say is that it could be as open to abuse as normal xbox live chat is (as you say) – persistent offenders i.e noisy brats will find ways to annoy you that don’t involve talking, and I find people not taking the game seriously far worse than people talking too much.
But then I am used to muting abuse, oh those heady early days of xbox live when logging a game as a lass was like waving a red flag to a bull.
Great article love. ;)