Teamwork Is An Illusion
Summary
TLDRThis video script delves into the psychological aspects of teamwork in 'Team Fortress 2', a game where coordinated efforts often spontaneously arise without direct communication. It discusses how the game's design, including voice lines and mechanics like 'domination', subtly encourages players to work together for objectives, creating an 'illusion of teamwork'. The script reflects on the player's journey from frustration to acceptance of this dynamic, ultimately rediscovering enjoyment in the game's micro-moments rather than macro outcomes.
Takeaways
- 🎮 Team Fortress 2 (TF2) often involves players from around the world coming together to coordinate tactical moves for victory against an opposing team.
- 🕒 The urgency of a 'pub push' in TF2 is often triggered by the game's announcement that the mission ends in 60 seconds, prompting a last-minute team effort.
- 🤔 The script questions why players don't focus on teamwork and objectives consistently throughout the game, but only when faced with the possibility of losing.
- 🏆 Despite the game's title suggesting teamwork, the author suggests that intentional teamwork in casual mode is more of an illusion than a reality.
- 🔄 Stalemates in TF2 are seen as necessary for the game's enjoyment, providing a challenge that prevents matches from being over too quickly.
- 🛤️ The payload game mode in TF2 is highlighted as promoting roles and momentum, making it a popular choice for players.
- 🎖️ The author argues that the fun in TF2 comes from micro engagements rather than macro victories, setting it apart from other shooter games.
- 📹 Watching live TF2 gameplay can be less engaging than edited content, as the latter can distill the game's fun micro moments into a more entertaining package.
- 🎛️ Teamwork in TF2 is subtly encouraged through game design, such as automatic voice lines and the domination mechanic, which can lead to spontaneous team efforts.
- 🎲 The game's design tricks players into teamwork without them realizing it, creating an illusion of cooperation that enhances the overall experience.
- 💡 The script concludes that the enjoyment of TF2 comes from accepting the illusion of teamwork and embracing the game's micro moments rather than focusing solely on winning.
Q & A
What is the main theme discussed in the video script about Team Fortress 2?
-The main theme discussed in the video script is the illusion of teamwork in Team Fortress 2 and how the game design encourages spontaneous cooperation among players without explicit communication.
How does the 'Mission ends in 60 seconds' voice line impact the gameplay in Team Fortress 2?
-The 'Mission ends in 60 seconds' voice line acts as a catalyst for teamwork, prompting players who were previously focused on individual objectives to coordinate and make a final push towards victory.
What is the term used to describe the last-ditch effort made by a team in Team Fortress 2 when time is running out?
-The term used to describe this phenomenon is 'pub push'.
Why do players in Team Fortress 2 often seem to disregard the objective until the last minute?
-Players often disregard the objective due to the individualistic nature of the game, focusing on their own outcomes and fun until the urgency of losing prompts them to work together.
What role does the game design play in creating the illusion of teamwork in Team Fortress 2?
-The game design plays a significant role by using psychological cues such as voice lines, respawn waves, and the domination mechanic to subtly encourage players to work together without the need for explicit communication.
What is the significance of the domination mechanic in promoting teamwork in Team Fortress 2?
-The domination mechanic indirectly promotes teamwork by marking players who are on a killing spree, making them targets for focus fire from the entire team, even if the players are not consciously coordinating.
How does the script describe the difference between macro and micro moments in Team Fortress 2?
-Macro moments refer to the overall objectives and outcomes of the game, while micro moments are the individual engagements and actions that players find enjoyable, such as 1v1 battles or upgrading a dispenser.
Why does the script suggest that watching a live stream of a Team Fortress 2 pub game might be less engaging than other types of games?
-The script suggests that live streams of Team Fortress 2 pub games might be less engaging because they lack the story progression and stakes found in other game genres, making them feel more like background noise than an immersive experience.
What is the role of editing in making Team Fortress 2 content more engaging on platforms like YouTube?
-Editing allows content creators to cut out the downtime and focus on the interesting or funny micro moments, distilling the fun aspects of the game into a more engaging and contained viewing experience.
How does the script explain the appeal of Team Fortress 2 despite its age and the presence of other modern games?
-The script explains that the appeal of Team Fortress 2 lies in its unique blend of objective-based gameplay and individual-focused micro moments, as well as its timeless game design that fosters an illusion of teamwork.
Outlines
🎮 The Dynamics of Teamwork in Team Fortress 2
This paragraph discusses the team dynamics in Team Fortress 2 (TF2), a popular multiplayer game. The speaker describes how players from around the world come together to execute strategic moves to achieve victory against an opposing team. The paragraph highlights the roles of different classes within the game and how they contribute to the team's success. It also touches on the spontaneous coordination, or 'pub push,' that occurs when the game's objective is about to fail, leading to a surge in teamwork. The speaker questions why this coordinated effort doesn't happen throughout the entire match, suggesting that the game's design might encourage individual play over team strategy.
🔄 The Role of Payload and Stalemates in TF2
The speaker delves into the concept of stalemates in TF2, particularly in relation to the payload game mode. They argue that while stalemates can be frustrating, they are an integral part of what makes TF2 enjoyable. The paragraph explains how the design of payload maps encourages team coordination and how the game mode's momentum can lead to quick victories. The speaker also discusses the psychological aspects of game design that make TF2 engaging, such as the focus on individual achievements and the micro moments of gameplay that provide satisfaction, rather than the macro outcomes of matches.
🎥 The Popularity of TF2 Content and Its Relation to Gameplay
This paragraph explores the popularity of Team Fortress 2 content, especially on YouTube, and contrasts it with the game's streaming presence on platforms like Twitch. The speaker suggests that the game's micro moments are more engaging than the macro events, which makes for compelling video content but less exciting live streams. They also touch on the game's design, which seems to prioritize individual play and spontaneous cooperation over structured teamwork. The paragraph concludes with a discussion of how TF2's design has influenced other games that seek to create an illusion of teamwork.
🤔 The Illusion of Teamwork and Its Impact on Player Behavior
The speaker reflects on the illusion of teamwork in TF2 and how it influences player behavior. They discuss various game mechanics, such as the administrator alert, respawn waves, and voice lines, that subtly encourage teamwork without requiring direct communication. The paragraph also covers the 'domination' mechanic, which can lead to spontaneous team efforts against a dominant player. The speaker appreciates the game's ability to create these moments of cooperation through psychological game design, which has been influential in the industry.
💭 Embracing the Illusion and Finding Enjoyment in TF2
In the final paragraph, the speaker shares a personal realization about the nature of teamwork in TF2. They discuss how their frustration with teammates' lack of focus on the game's objectives led to a change in perspective. The speaker came to understand that the illusion of teamwork is intentional and that the game's true enjoyment comes from the individual and micro moments, not the macro outcomes. They encourage players to embrace this aspect of the game and find fun in the spontaneous and unpredictable nature of TF2's gameplay.
Mindmap
Keywords
💡Team Fortress 2
💡Teamwork
💡Pub Push
💡Game Design
💡Voice Line
💡Domination
💡Micro Moments
💡Macro Events
💡Stalemate
💡Payload
💡Focus Fire
Highlights
Team Fortress 2 (TF2) gameplay involves players from around the world coordinating tactical moves to achieve victory.
A voice line alerting 'Mission ends in 60 seconds' creates a 'pub push' phenomenon, prompting players to coordinate at the last minute.
TF2's casual mode lacks intentional teamwork, with players often focusing on individual outcomes rather than the team objective.
The game design of TF2 encourages individual playstyles, which contrasts with the team-based title of the game.
Factor75 is a meal service sponsor that offers a variety of fresh, high-quality meals with different dietary options.
Stalemates in TF2 are often due to difficult choke points and limited flank options, leading to frustration but also contributing to the game's appeal.
Payload game mode in TF2 encourages roles and momentum, making it a popular choice for players.
The design of payload maps in TF2 creates a natural progression of difficulty, with the last point being the hardest to capture.
TF2's gameplay joy comes from micro engagements rather than macro victories, setting it apart from other shooter games.
TF2 content creators focus on micro moments and editing out downtime to create engaging videos.
The illusion of teamwork in TF2 is created through subtle game design choices that encourage players to work together without explicit communication.
Domination mechanic in TF2 subtly encourages focus fire from the entire team against a single powerful player.
TF2's voice lines and automatic responses serve as positive reinforcement for actions that help the team.
The game's design tricks players into contributing to the team effort, even when they are focused on individual actions.
The author reflects on their own realization that the enjoyment of TF2 comes from accepting the illusion of teamwork and focusing on individual play.
TF2's stalemates and focus on micro moments contribute to memorable gameplay experiences, despite the lack of consistent teamwork.
The video concludes with the author's personal journey of accepting the game's design and finding enjoyment in the micro moments of TF2.
Transcripts
dispenser going
[Music]
up well I guess that'll do when I play
Team Fortress 2 it always goes like this
me and 11 other people from around the
world ban together and coordinate a
tactical move in order to achieve
Victory against the opposing team
soldiers bomb the enemy Medics the Spy
saps the entry just as our Uber heavy
rounds the corner to mow down the
defensive hold Engineers move their
teleporters forward to keep that
pressure up and the Scout reeks havoc on
the back lines in order to give his team
the opportunity to Edge that cart just a
little further forward until finally at
the very last possible moment the card
is tipped over the edge and the bomb
explodes queuing up the victory music
once again while everyone types GG in
the chat
like that's ever going to happen L it
okay yeah there is something very
important about this scenario that I I
did leave out sorry uh the entire reason
why this incredible sequence of teamwork
happened is because less than a minute
earlier this simple little voice line
rang out across the map for everyone to
hear Mission ends in 60 seconds you know
when Ellen mlan recorded that almost 20
years ago I doubt she knew just how
impactful it would be on the outcome of
literally every single Team Fortress
match because before that voice line
played the atmosphere of this server was
completely different nobody was
coordinating uh nobody was thinking
about the path of Victory nobody was
focused on the objective at all the
soldier was trying to market guarden the
engineer dominating him uh the Spy was
going for a stair stab for the fifth
time in a row the engineer was AFK and
the Scout well he was still back there
messing with the backline but it wasn't
for the team I can tell you that it's
he's just doing that cuz it's funny this
is TF2 you know this is what it is this
is the entire point of this game to most
people really uh everyone is in their
own little world trying to achieve their
own individual outcomes but when this
lady gets on the loudspeaker and lets
everyone know that there's only one
minute left suddenly then the entire
point of Team Fortress 2 stops being
individual and becomes a team effort
there's a name people give this
phenomenon you may already know it's
called a pub push and it's basically
just that last Terra that the team gives
when the difference between their loss
and a continuation of the match or total
Victory is less than 60 seconds it could
be a complete shut out for 10 minutes
straight but when the time for a pub
push comes it's often the Silver Bullet
but why is that like why don't people
just do this all the time the objective
doesn't suddenly appear at the minute
markets there for the entirety of the
match like why does nobody seem to care
about winning unless the prospect of
losing is suddenly presented to them I
don't have the definitive answer to why
Pub pushes happen so consistently I'm
not a psychologist but I do have an
interest in game design psychology so I
do have some theories uh the main one
being that despite the word team being
in the title of this game intentional
and formulated teamwork in Team Fortress
to Casual mode is by design an illusion
it simply does not exist real quick
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video so the first thing I want to talk
about stalemates you failed stalemate
seems like the major frustration aimed
at certain Maps usually boils down to
the phrase uh it's too stal typically
these maps have extremely difficult to
push choke points limited flank options
perfect Sentry spots oppressive sniper
sight lines or easily spammable areas
that just prevent teams from maintaining
a foothold long enough to coordinate an
offensive maneuver this can be very
frustrating but I believe that without
these stalemates Team Fortress 2 would
not be the game that it is and honestly
I don't think it would be very fun I
know that I can't be alone in this when
I say that my least favorite matches of
TF2 are rolls when one team just blows
through the other without much
resistance and the game is just over in
less than 5 minutes you can blame team
imbalance for this sure you can blame
valve's flawed matchmaking system or you
can blame the team stacking Discord
goons all of these completely valid
reasons but I think an underrated reason
for rolls is actually just payload the
game mode especially on my own servers
payload is an extremely popular game
type and for a good reason I think it's
as close to a perfect Pub environment
that you can get but the truth of the
matter is payload is essentially
designed in a way where it encourages
roles the secret to winning payload is
simple momentum if you consistently get
four or five people on the cart at once
you can capture four out of five points
in just a few minutes easily if you get
some people who know how to spawn Camp
effectively and prevent Engineers from
setting up on forward points you will be
pushing to last in no time at all and so
then there's the last Point think of any
payload Maps last Point how many hours
of your life have you spent pushing just
that particular Point payload is
designed in a way where the first point
is supposed to be the easiest for blue
to capture and the last point is
supposed to be the easiest for red to
defend you could think of the payload
experience as a ramp and while there are
many games I've played where I can't
leave badwater first spawn room because
I get blasted by 12 players as soon as I
stick my pinky toe out of the door I
always feel like the diagnosis in that
situation is just an unlucky
distribution of players but even in the
games where teams feel evenly matched
and everyone is pulling their own weight
nine times out of 10 all the blue team
really needs is a little bit of momentum
and we're all all back to pushing last
again and despite what may sound like
criticism for the design philosophy of
payload I still maintain that it is the
perfect Pub game mode and most of my
favorite maps in TF2 are payload Maps
because yes the stalemate that you run
into at last is not only baked into the
design of the maps themselves I believe
it's baked into what makes TF2 worth
playing in the first
place's go I don't want to Stomp the
other team in 5 minutes I don't want to
get stomped I want to have an excuse to
run around and shoot people for 20
minutes to have enough time to sit in a
choke and get into scraps to dodge spam
and to dodge back you know play Team
Fortress 2 this is getting into what I
think the most important definitive
element of TF2 is from a gameplay
standpoint compared to other games in
the shooter genre the joy that is
extracted from playing this game does
not come from the macro it comes from
the micro for example in a br shooter
like fortnite you are the happiest when
you get a victory number one Royale that
is a macro event right the micro events
are the tiny engagements with players
but overall you're going for that dub
even in something like OverWatch which
leans much more towards a MOA style of
teamwork the micro events of 1v1
engagements are often overshadowed by
the importance of macro events in team
fights where everyone presses Q at the
same time Team Fortress 2 because of the
contradictory focus on making the
individual the main dictator of his or
her gameplay experience the best parts
of this game are in the singular
engagements the 1V one deathmatches even
for Support classes like Medic or
engineer a lot of the time the most
effective way to play those classes
comes down to a focus on self-
sustainment and focusing on an
individual task such as upgrading your
dispenser to level three or building
your Uber to 100% without dying but if
you ever needed any proof that Team
Fortress 2 is designed to cater towards
the micro instead of the macro just look
at TF2 content compare the views that
Team Fortress 2 videos get in comparison
to the average concurrent view count on
live streams this game is extremely
popular especially considering its age
and yet TF2 twitch streams hardly ever
break three-digit numbers on concurrent
viewers while TF2 YouTube videos are
racking up hundreds of thousands of
views a day why is there such a massive
disparity well there are probably many
reasons but in my opinion a big reason
is because watching someone Pub in TF2
in real time is honestly kind of boring
it can be like a chill experience for
sure like it's good background noise to
study or relax to but it's not really
engaging because at the end of the day
when you're playing TF2 you're not
creating a story and live streams in
particular are the most engaging when
there's a story being told one with a
beginning middle and end that has some
level of stakes behind it all this is
why Battle Royale games and mobas are so
incredibly popular on Twitch you tune in
and you are compelled to stay and watch
because you want to know will the funny
streamer win the funny game or will he
lose and make a funny face compare that
experience to tuning into a live stream
of a Team Fortress 2 Pub in which there
are really no Stakes at all will the
streamer win the pub like who cares
winning in TF2 doesn't really matter
it's all brownie points it's unimportant
by Design even when it comes to the
entirely cosmetic casual mode badge the
outcome of the match doesn't affect how
many experience points you even get
there isn't really much of a story being
told when you play TF2 casually which is
why the main sub community that sees the
most relative success in tf2's twitch
scene are the competitive players who
are consistently playing and organized
pickup games scrims and matches and as
far as I know the only TF2 streamer who
has been able to consistently make a
living from streaming TF2 is Banny and
it's because he has two hooks to engage
sticking around and watch him play one
being that he's just really really good
at the game which is fun to watch in a
pub environment and two he consistently
plays competitive lobbies which by their
very nature create stories that you want
to tune into and see to the very end
everyone else who makes a living
creating TF2 content including myself we
cut out the downtime that would normally
be important context for the outcome of
a match aka the macro and instead we
only focus on including the interesting
or funny moments the micro and overall
the most popular TF2 videos are video
essays like this one mainly just talking
about TF2 and never really showcasing
the raw gameplay for more than just a
few minutes at a time hell even quote
unquote TF2 live commentaries benefit
from cutting out parts that aren't
particularly interesting or more funny
and as a result TF2 content is very very
popular on YouTube still to this day
because the power of editing makes it
easy to distill what makes the game fun
to play in a contained experience I mean
like really good example here soundsmith
keeps his studio lights on because Team
Fortress 2 is a hot bed for consistently
unique micro moments that most of the
time have absolutely nothing to do with
the game State the win loss condition
the teamwork anything like that no one
cares like the most amount of teamwork
you'll ever see in a meatloaf video is
the coordination that involves hitting
the same poor soul with a rap assassin
Bobble from across the map like it's no
coincidence that every soundsmith video
takes place on either two for or double
cross these maps are the definition of
an infinite stalemate there's
practically unlimited time at your
disposal on these maps to have dozens of
entertaining moments independent of what
your teammates are doing and it's not
just a good place to farm your funny
moments clips compilation two4 n CTF as
a whole is by far the most popular way
to play this game casually so at the end
of the day Team Fortress 2 is just an
objective focused FPS that is secretly
Just A full-on Team Deathmatch Arena and
it's been this way for almost two
decades now so how on Earth does anyone
categorize this game as a team based
shooter when teamwork is hardly on the
mind of the average person who's booting
it up well it's not that teamwork in TF2
doesn't exist wholesale players do
occasionally communicate in voice chat
and lobbied groups are definitely more
likely to coordinate with each other and
obviously there are competitive leagues
where people play the game with the soul
intention of coordinating with their
team in order to win I do believe
however that teamwork in a casual
setting is merely simulated subtly
encouraged uh procedurally generated I
don't really know exactly how to
describe it but it often feels like
nobody is really working together at all
and yet we're able to spontaneously come
together every once in a while to make
something happen without an actual
Catalyst nobody is ever in voice chat
leading the troops into battle and TF2
voice chat is usually reserved for
things like this
[Music]
instead so what the heck is going on how
are people coordinating largely on
accident so often in this game if you
thought the answer this whole time was
that Team Fortress 2 is a Timeless
Masterpiece you're
right it all comes down to the game
design and not the yellow paint kind of
game design the psychological kind of
game design you know the kind that gets
in your head and tricks you into doing
things without you knowing why you
didn't them the most obvious one is the
inclusion of that administrator alert
that I was talking about earlier because
that is a literal call to action that
has a very clear cause and effect so
much that it's become a meme within the
community that pubs do not push until
the lady in the megaphone says Mission
ends in 60 seconds but I'm much more
interested in the ways in which teamwork
exists in the background of this wannabe
Deathmatch strange weapon farm that has
become so integrated into our
subconscious that we don't even notice
them anymore how have we all become like
Pavlov's mercenary reacting without a
thought to sounds visuals and choices
that the game developers made all the
way back at the beginning of the century
that hold up so well to this day that
TF2 remains one of the most easily
accessible games on the PC market as
long as you you know ignore all the Bots
and cheaters and racists obviously there
are so many tiny little things that
contribute to the illusion of teamwork
in TF2 such as the concept of respawn
waves the game always tries to respawn
players in chunks so that when you leave
spawn you'll often leave with at least
one other person by your side or even
take these team outlines when leaving
spawn actually like that is there so you
can quickly see where your team is
gathered at without having to purely
rely on sound but on the subject of
sound voice lines are definitely where a
lot of subtle teamwork encouragement
comes from for sure I mean the voice
lines that you can do your sell from the
menu as more of a direct form of
communication obviously you can often
wordlessly let your pocket know that
you're about to Uber recharge them by
pressing Z and then
three but there are voice lines that
consistently automatically play when
something happens in the game like when
the cart stops getting pushed little men
steal our C or the automatic thank you
response that your character will say
after taking a teleporter much oblig
wait why is the engineer thanking
himself for building his own teleporter
or the automatic thank you voice line
that plays after a meta heals you
appreciate it DOC these voice lines
after you hear them enough can often
blend into the background sometimes but
I really do think that especially for
new players hearing literal positive
reinforcement being directed towards you
for doing something that ultimately
helps your team that really helps get it
into a player's head whether they
recognize it or not that what they did
was a good thing and they should
continue doing it they think I should
keep building teleporters because the
funny Russian man says was good trip
after he takes it oh I should Uber the
soldier because when I do he does that
funny scream I should Air Blast the
burning Scout because he's running
around shouting fire fire this is a
fantastic example of the game
recognizing that encouraging actions
that contribute to the macro such as
doing something for the good of your
teammates instead of yourself should be
achieved by creating these fun micro
moments driven entirely by the TF2 casts
iconic and expressive personalities
another thing that I think contributes a
great deal to this teamwork illusion is
the domination mechanic Believe It or
Not uh if you're like me and have never
been dominated in your whole life um
I'll explain what dominations are after
you get killed four times in a row by a
player without getting a kill or assist
on them they are essentially given a
little badge above their head that only
you can see that lets you know that they
are owning you right now so either get
revenge or rage quit now this mechanic I
feel may be a little controversial in
today's gaming landscape like I bet you
like 20 bugs that if TF2 came out today
dominations would have been removed in
play testing due to it making players
feel bad for dying too much and hurting
their egos but I actually really love
this mechanic because it contributes
that much more to the idea of subtly
encourag ing teamwork see TF2 is a neat
game in that individual players given
that they put in the hours and practice
can get very very good at this game
there's a high skill ceiling it's a very
fundamentally and mechanically demanding
game and I mean it's generally accepted
that you don't really truly reach the
beginning of your potential ntf2 unless
you've sunk at least a few thousand
hours into it which is insane if you
really think about it so it's by design
that there will always be at least one
or two players on the enemy team who are
just absolutely on on everyone
who are just a complete Menace and who
are just inexplicably allowed to roam
free and get every kill with ease with a
domination mechanic you'd think that
these players are getting rewarded I
mean they have this cool little badge
next to their name that displays how
many noobs they've pounded into the
ground and how many years they've stayed
up practicing their Rocket jumps and air
shots but in reality they're being
slightly and suddenly nerfed they're
being given a small imperceptible debuff
that they are likely not even aware of
the more dominations that they rack up
the more that they are at risk of being
the victim of the teamwork illusion you
see the answer always to a rampaging
carry player on the enemy team with a
Godlike killstreak and the medic latched
onto them with a critz is simple Focus
fire but how unfortunate Focus fire is a
team effort you have to coordinate that
you have to somehow let everyone know
that this particular player needs to be
shot at by the entire team
simultaneously but you're too shy to
press your push to talk button or you
don't want to wake up your grandma so
that's where the domination mechanic
comes in the more people who are being
dominated by this guy the more likely it
is that they will all see this
problematic gamer with a big blinking
sign over their head that says get
revenge on me your ego demands it and
focus this guy down and the best part is
none of them even realize that it was a
team effort when this happens in reality
the motivation to shoot him on site was
to get their own personal revenge and
then taunt afterwards but what they
really did was contribute to a
spontaneous moment of focus fire at best
and at least take out the other team's
carry and allow the rest of the team
some respit for 20 seconds getting that
satisfying Revenge was a micro moment
that can snowball into a macro event and
the most impressive part about all this
in my opinion is that the illusion of
teamwork is not a trick if you think
about it it's an answer to a problem
that anyone designing a team-based
objective Focus game has to answer how
do we get these antisocial beta Gamers
to occasionally work together without
requiring that they get into voice chat
to explicitly explain what they were
about to do while also maintaining that
fun element of micro moments that make
up the majority of the entire game's
experience see this is why I am not a
game designer I'm not smart enough to
come up with Solutions like this but I
can definitely appreciate them
especially when you consider that TF2
was designed so long ago you could
certainly say that they were ahead of
their time because nowadays pretty much
every game where the illusion of
teamwork exists TF2 has been a jumping
off point which has been expanded upon
in various ways many ways in which I
would love to have seen added a tf2 at
some point but uh yeah anyway the point
I wanted to make just boils down to this
really uh Team Fortress 2 is great but
what makes it great is that the teamwork
part is an illusion whether you win or
lose the match ultimately can come down
to a coin flip but whether you have fun
or not is pretty much just up to what
you choose to spend doing during that
15minute stalemate before the inevitable
pump push and after you've been
hoodwinked into helping your fellow
mercenaries in a microscopic way I felt
like talking about this because
relatively recently I personally reached
a point with this game where I had to
sort of uh I don't know face the truth
in a way uh for a long time especially
in the last couple years I'd always felt
frustrated with how UNS seriously my
teammates seem to take the role that
their class choices bestow upon them I
found myself getting upset even angry at
my team for not taking advantage of
opportunities or not dedicating
themselves to the objective a goal that
I believed had to have been shared
between myself and everyone else in the
entire server but the truth of the
matter is the lack of sameness in
mindset contributes a great deal to what
makes Team Fortress too memorable in the
long run I think back to my favorite
moments while playing this game and
hardly any of them have anything to do
with winning or losing practically none
of my true enjoyment has come from the
macro moments and sure those moments are
satisfying it feels great to come
together with a group of strangers and
make something happen and I love those
moments but that's just a piece of a
greater hole of this game and I was
unnecessarily making my own gameplay
experience worse by allowing only that
piece to dictate my enjoyment of playing
it like I'm not kidding when I say I
used to get genuinely mad at my team
when they let me down like I would get
angry at a video game it was only when I
realized that I was getting upset for
literally no good reason at all and
decided to consider why my experiences
were consistently like this that I came
to realize that I had felt entitled to a
phantom a thing that does not exist on
purpose a random event in a greater
Arena of organized unpredictability I
had to let go I had to accept that
teamwork is and always has been an
illusion and what do you know I started
having fun again when I started thinking
like this does this mean that I don't
get frustrated with this game anymore
absolutely not uh does this mean that
I've changed my mind about random crits
uh hell no but I hope you enjoyed
listening to me rant and Rave about TF2
for a while I appreciate yall coming
back and watching my videos there's more
to come soon so I will talk to you
nieces and nephews next time oh also if
you uh enjoyed this uh more more casual
uh Style video of me kind of chatting
over gameplay uh then you should check
out me playing games with my friends on
the maximum damage Channel we played uh
balers Gate 3 we played Plants versus
Zombies a classic uh We've uh we coming
out with more uh of these kind of I
don't know I guess you would just call
them Let's Plays or uh like a game
grumps only plays style of uh commentary
yeah if you're interested in seeing me
play other games besides TF2 uh go and
check that out here's a clip from the
plants versus zombies one sounds like
rain hitting a tin roof and all yeah but
look look how many nuts I have I dude I
love that sound specifically you get
that sound when you hit the bucket guys
oh yeah the yeah I love that super
satisfying this is honestly like this
game is so well made feels like there's
rats in my ears or something right now
sound design is so good I love the rats
in my
ears the evil I love evil rats I'm
loving the rats in my ears right now
5.0 / 5 (0 votes)