Teamwork Is An Illusion

Uncle Dane
31 May 202423:32

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

00:00

🎮 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.

05:00

🔄 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.

10:01

🎥 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.

15:02

🤔 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.

20:02

💭 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

Team Fortress 2 (TF2) is a team-based multiplayer first-person shooter video game developed by Valve Corporation. It is the central theme of the video, where the narrator discusses the game's mechanics, community, and the illusion of teamwork within its casual play environment. The game is characterized by its unique classes, each with their own roles and abilities, which are a focal point in the discussion of teamwork dynamics.

💡Teamwork

Teamwork in the context of the video refers to the coordinated efforts of players to achieve a common goal in the game. The narrator explores how TF2 encourages teamwork through subtle game design, even though players often prioritize individual actions. The term is used to contrast the game's title with the actual player behavior, highlighting the 'illusion of teamwork' that emerges in certain situations like the 'pub push'.

💡Pub Push

A 'pub push' is a term used in TF2 to describe a last-ditch effort by a team to win the match when time is running out. The video script mentions this phenomenon to illustrate how an imminent loss can suddenly galvanize individual players into coordinated action, despite the lack of structured teamwork throughout the rest of the game.

💡Game Design

Game design in this video refers to the intentional creation of game mechanics and systems that influence player behavior. The narrator discusses how TF2's game design, including features like the 'mission ends in 60 seconds' alert, encourages players to work together without explicitly requiring them to do so, thus creating an illusion of teamwork.

💡Voice Line

Voice lines in TF2 are audio cues that characters use to communicate in-game actions or reactions. The video emphasizes their role in subtly promoting teamwork, as they can serve as implicit calls to action or acknowledgments of a player's contribution to the team, as seen when a character thanks another for using a teleporter or for healing them.

💡Domination

In TF2, a 'domination' occurs when a player kills the same enemy four times consecutively without dying or getting an assist. The video explains how this mechanic can inadvertently promote teamwork by marking out particularly strong players, encouraging the rest of the team to focus fire on them, even if the players are not consciously coordinating.

💡Micro Moments

Micro moments are the small, individual engagements or actions within the game that contribute to the overall enjoyment of playing TF2. The video contrasts these with 'macro' events, such as winning or losing a match, to argue that the game's fun comes from the individual experiences rather than the overall outcome.

💡Macro Events

Macro events refer to the larger, overarching occurrences in a game, such as winning or achieving the objective. The narrator uses this term to discuss how these events are less important to the enjoyment of TF2 compared to the micro moments, suggesting that the game's design prioritizes individual experiences over team outcomes.

💡Stalemate

A stalemate in the context of TF2 is a situation where neither team is making progress towards winning the match. The video mentions stalemates to discuss how certain maps or game modes can lead to drawn-out, unproductive gameplay, which can be frustrating but also contributes to the game's unique dynamics and the eventual 'pub push' phenomenon.

💡Payload

Payload is a game mode in TF2 where one team pushes a cart along a track while the other team tries to stop them. The video uses payload as an example of a game mode that encourages roles and momentum, contributing to the game's strategic depth and the satisfaction of a well-timed 'pub push'.

💡Focus Fire

Focus fire is a strategy where multiple players concentrate their attacks on a single target to eliminate them quickly. The video explains how the TF2's design can lead to spontaneous instances of focus fire as a form of emergent teamwork, even when players are primarily motivated by personal goals like revenge or individual satisfaction.

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.

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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

play00:03

dispenser going

play00:04

[Music]

play00:14

up well I guess that'll do when I play

play00:17

Team Fortress 2 it always goes like this

play00:20

me and 11 other people from around the

play00:22

world ban together and coordinate a

play00:25

tactical move in order to achieve

play00:28

Victory against the opposing team

play00:30

soldiers bomb the enemy Medics the Spy

play00:32

saps the entry just as our Uber heavy

play00:34

rounds the corner to mow down the

play00:36

defensive hold Engineers move their

play00:38

teleporters forward to keep that

play00:40

pressure up and the Scout reeks havoc on

play00:42

the back lines in order to give his team

play00:44

the opportunity to Edge that cart just a

play00:46

little further forward until finally at

play00:48

the very last possible moment the card

play00:50

is tipped over the edge and the bomb

play00:53

explodes queuing up the victory music

play00:55

once again while everyone types GG in

play00:58

the chat

play01:00

like that's ever going to happen L it

play01:04

okay yeah there is something very

play01:05

important about this scenario that I I

play01:07

did leave out sorry uh the entire reason

play01:09

why this incredible sequence of teamwork

play01:12

happened is because less than a minute

play01:13

earlier this simple little voice line

play01:16

rang out across the map for everyone to

play01:18

hear Mission ends in 60 seconds you know

play01:21

when Ellen mlan recorded that almost 20

play01:23

years ago I doubt she knew just how

play01:25

impactful it would be on the outcome of

play01:28

literally every single Team Fortress

play01:29

match because before that voice line

play01:31

played the atmosphere of this server was

play01:33

completely different nobody was

play01:34

coordinating uh nobody was thinking

play01:36

about the path of Victory nobody was

play01:37

focused on the objective at all the

play01:39

soldier was trying to market guarden the

play01:41

engineer dominating him uh the Spy was

play01:43

going for a stair stab for the fifth

play01:45

time in a row the engineer was AFK and

play01:47

the Scout well he was still back there

play01:49

messing with the backline but it wasn't

play01:50

for the team I can tell you that it's

play01:52

he's just doing that cuz it's funny this

play01:53

is TF2 you know this is what it is this

play01:55

is the entire point of this game to most

play01:57

people really uh everyone is in their

play01:59

own little world trying to achieve their

play02:01

own individual outcomes but when this

play02:03

lady gets on the loudspeaker and lets

play02:05

everyone know that there's only one

play02:07

minute left suddenly then the entire

play02:08

point of Team Fortress 2 stops being

play02:10

individual and becomes a team effort

play02:12

there's a name people give this

play02:13

phenomenon you may already know it's

play02:15

called a pub push and it's basically

play02:17

just that last Terra that the team gives

play02:19

when the difference between their loss

play02:20

and a continuation of the match or total

play02:22

Victory is less than 60 seconds it could

play02:24

be a complete shut out for 10 minutes

play02:27

straight but when the time for a pub

play02:28

push comes it's often the Silver Bullet

play02:30

but why is that like why don't people

play02:32

just do this all the time the objective

play02:34

doesn't suddenly appear at the minute

play02:36

markets there for the entirety of the

play02:38

match like why does nobody seem to care

play02:39

about winning unless the prospect of

play02:41

losing is suddenly presented to them I

play02:43

don't have the definitive answer to why

play02:45

Pub pushes happen so consistently I'm

play02:46

not a psychologist but I do have an

play02:48

interest in game design psychology so I

play02:50

do have some theories uh the main one

play02:53

being that despite the word team being

play02:55

in the title of this game intentional

play02:57

and formulated teamwork in Team Fortress

play02:59

to Casual mode is by design an illusion

play03:03

it simply does not exist real quick

play03:06

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play04:09

video so the first thing I want to talk

play04:11

about stalemates you failed stalemate

play04:14

seems like the major frustration aimed

play04:16

at certain Maps usually boils down to

play04:17

the phrase uh it's too stal typically

play04:20

these maps have extremely difficult to

play04:22

push choke points limited flank options

play04:25

perfect Sentry spots oppressive sniper

play04:27

sight lines or easily spammable areas

play04:29

that just prevent teams from maintaining

play04:31

a foothold long enough to coordinate an

play04:32

offensive maneuver this can be very

play04:34

frustrating but I believe that without

play04:37

these stalemates Team Fortress 2 would

play04:39

not be the game that it is and honestly

play04:41

I don't think it would be very fun I

play04:43

know that I can't be alone in this when

play04:45

I say that my least favorite matches of

play04:47

TF2 are rolls when one team just blows

play04:50

through the other without much

play04:52

resistance and the game is just over in

play04:53

less than 5 minutes you can blame team

play04:55

imbalance for this sure you can blame

play04:57

valve's flawed matchmaking system or you

play05:00

can blame the team stacking Discord

play05:02

goons all of these completely valid

play05:04

reasons but I think an underrated reason

play05:07

for rolls is actually just payload the

play05:11

game mode especially on my own servers

play05:13

payload is an extremely popular game

play05:15

type and for a good reason I think it's

play05:17

as close to a perfect Pub environment

play05:19

that you can get but the truth of the

play05:21

matter is payload is essentially

play05:23

designed in a way where it encourages

play05:25

roles the secret to winning payload is

play05:28

simple momentum if you consistently get

play05:31

four or five people on the cart at once

play05:33

you can capture four out of five points

play05:35

in just a few minutes easily if you get

play05:37

some people who know how to spawn Camp

play05:39

effectively and prevent Engineers from

play05:40

setting up on forward points you will be

play05:42

pushing to last in no time at all and so

play05:44

then there's the last Point think of any

play05:47

payload Maps last Point how many hours

play05:49

of your life have you spent pushing just

play05:51

that particular Point payload is

play05:53

designed in a way where the first point

play05:55

is supposed to be the easiest for blue

play05:57

to capture and the last point is

play05:59

supposed to be the easiest for red to

play06:01

defend you could think of the payload

play06:03

experience as a ramp and while there are

play06:06

many games I've played where I can't

play06:07

leave badwater first spawn room because

play06:10

I get blasted by 12 players as soon as I

play06:12

stick my pinky toe out of the door I

play06:13

always feel like the diagnosis in that

play06:15

situation is just an unlucky

play06:18

distribution of players but even in the

play06:19

games where teams feel evenly matched

play06:22

and everyone is pulling their own weight

play06:24

nine times out of 10 all the blue team

play06:26

really needs is a little bit of momentum

play06:29

and we're all all back to pushing last

play06:30

again and despite what may sound like

play06:32

criticism for the design philosophy of

play06:34

payload I still maintain that it is the

play06:36

perfect Pub game mode and most of my

play06:38

favorite maps in TF2 are payload Maps

play06:41

because yes the stalemate that you run

play06:43

into at last is not only baked into the

play06:45

design of the maps themselves I believe

play06:47

it's baked into what makes TF2 worth

play06:49

playing in the first

play06:53

place's go I don't want to Stomp the

play06:55

other team in 5 minutes I don't want to

play06:58

get stomped I want to have an excuse to

play07:00

run around and shoot people for 20

play07:02

minutes to have enough time to sit in a

play07:04

choke and get into scraps to dodge spam

play07:06

and to dodge back you know play Team

play07:08

Fortress 2 this is getting into what I

play07:10

think the most important definitive

play07:12

element of TF2 is from a gameplay

play07:14

standpoint compared to other games in

play07:15

the shooter genre the joy that is

play07:18

extracted from playing this game does

play07:19

not come from the macro it comes from

play07:22

the micro for example in a br shooter

play07:25

like fortnite you are the happiest when

play07:27

you get a victory number one Royale that

play07:30

is a macro event right the micro events

play07:33

are the tiny engagements with players

play07:35

but overall you're going for that dub

play07:38

even in something like OverWatch which

play07:39

leans much more towards a MOA style of

play07:41

teamwork the micro events of 1v1

play07:43

engagements are often overshadowed by

play07:45

the importance of macro events in team

play07:48

fights where everyone presses Q at the

play07:49

same time Team Fortress 2 because of the

play07:52

contradictory focus on making the

play07:54

individual the main dictator of his or

play07:55

her gameplay experience the best parts

play07:58

of this game are in the singular

play08:00

engagements the 1V one deathmatches even

play08:02

for Support classes like Medic or

play08:04

engineer a lot of the time the most

play08:05

effective way to play those classes

play08:07

comes down to a focus on self-

play08:09

sustainment and focusing on an

play08:11

individual task such as upgrading your

play08:13

dispenser to level three or building

play08:15

your Uber to 100% without dying but if

play08:17

you ever needed any proof that Team

play08:19

Fortress 2 is designed to cater towards

play08:21

the micro instead of the macro just look

play08:23

at TF2 content compare the views that

play08:26

Team Fortress 2 videos get in comparison

play08:28

to the average concurrent view count on

play08:31

live streams this game is extremely

play08:34

popular especially considering its age

play08:36

and yet TF2 twitch streams hardly ever

play08:38

break three-digit numbers on concurrent

play08:40

viewers while TF2 YouTube videos are

play08:42

racking up hundreds of thousands of

play08:44

views a day why is there such a massive

play08:47

disparity well there are probably many

play08:49

reasons but in my opinion a big reason

play08:52

is because watching someone Pub in TF2

play08:54

in real time is honestly kind of boring

play08:58

it can be like a chill experience for

play09:00

sure like it's good background noise to

play09:02

study or relax to but it's not really

play09:04

engaging because at the end of the day

play09:06

when you're playing TF2 you're not

play09:08

creating a story and live streams in

play09:11

particular are the most engaging when

play09:13

there's a story being told one with a

play09:15

beginning middle and end that has some

play09:17

level of stakes behind it all this is

play09:19

why Battle Royale games and mobas are so

play09:21

incredibly popular on Twitch you tune in

play09:23

and you are compelled to stay and watch

play09:25

because you want to know will the funny

play09:27

streamer win the funny game or will he

play09:29

lose and make a funny face compare that

play09:31

experience to tuning into a live stream

play09:32

of a Team Fortress 2 Pub in which there

play09:34

are really no Stakes at all will the

play09:36

streamer win the pub like who cares

play09:38

winning in TF2 doesn't really matter

play09:40

it's all brownie points it's unimportant

play09:42

by Design even when it comes to the

play09:44

entirely cosmetic casual mode badge the

play09:46

outcome of the match doesn't affect how

play09:48

many experience points you even get

play09:50

there isn't really much of a story being

play09:52

told when you play TF2 casually which is

play09:54

why the main sub community that sees the

play09:56

most relative success in tf2's twitch

play09:58

scene are the competitive players who

play10:00

are consistently playing and organized

play10:02

pickup games scrims and matches and as

play10:05

far as I know the only TF2 streamer who

play10:07

has been able to consistently make a

play10:08

living from streaming TF2 is Banny and

play10:11

it's because he has two hooks to engage

play10:13

sticking around and watch him play one

play10:15

being that he's just really really good

play10:17

at the game which is fun to watch in a

play10:19

pub environment and two he consistently

play10:21

plays competitive lobbies which by their

play10:23

very nature create stories that you want

play10:25

to tune into and see to the very end

play10:28

everyone else who makes a living

play10:29

creating TF2 content including myself we

play10:32

cut out the downtime that would normally

play10:34

be important context for the outcome of

play10:36

a match aka the macro and instead we

play10:39

only focus on including the interesting

play10:41

or funny moments the micro and overall

play10:43

the most popular TF2 videos are video

play10:45

essays like this one mainly just talking

play10:48

about TF2 and never really showcasing

play10:50

the raw gameplay for more than just a

play10:51

few minutes at a time hell even quote

play10:53

unquote TF2 live commentaries benefit

play10:56

from cutting out parts that aren't

play10:57

particularly interesting or more funny

play10:59

and as a result TF2 content is very very

play11:02

popular on YouTube still to this day

play11:04

because the power of editing makes it

play11:06

easy to distill what makes the game fun

play11:08

to play in a contained experience I mean

play11:10

like really good example here soundsmith

play11:12

keeps his studio lights on because Team

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Fortress 2 is a hot bed for consistently

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unique micro moments that most of the

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time have absolutely nothing to do with

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the game State the win loss condition

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the teamwork anything like that no one

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cares like the most amount of teamwork

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you'll ever see in a meatloaf video is

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the coordination that involves hitting

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the same poor soul with a rap assassin

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Bobble from across the map like it's no

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coincidence that every soundsmith video

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takes place on either two for or double

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cross these maps are the definition of

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an infinite stalemate there's

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practically unlimited time at your

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disposal on these maps to have dozens of

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entertaining moments independent of what

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your teammates are doing and it's not

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just a good place to farm your funny

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moments clips compilation two4 n CTF as

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a whole is by far the most popular way

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to play this game casually so at the end

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of the day Team Fortress 2 is just an

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objective focused FPS that is secretly

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Just A full-on Team Deathmatch Arena and

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it's been this way for almost two

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decades now so how on Earth does anyone

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categorize this game as a team based

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shooter when teamwork is hardly on the

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mind of the average person who's booting

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it up well it's not that teamwork in TF2

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doesn't exist wholesale players do

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occasionally communicate in voice chat

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and lobbied groups are definitely more

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likely to coordinate with each other and

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obviously there are competitive leagues

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where people play the game with the soul

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intention of coordinating with their

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team in order to win I do believe

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however that teamwork in a casual

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setting is merely simulated subtly

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encouraged uh procedurally generated I

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don't really know exactly how to

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describe it but it often feels like

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nobody is really working together at all

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and yet we're able to spontaneously come

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together every once in a while to make

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something happen without an actual

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Catalyst nobody is ever in voice chat

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leading the troops into battle and TF2

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voice chat is usually reserved for

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things like this

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[Music]

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instead so what the heck is going on how

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are people coordinating largely on

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accident so often in this game if you

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thought the answer this whole time was

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that Team Fortress 2 is a Timeless

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Masterpiece you're

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right it all comes down to the game

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design and not the yellow paint kind of

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game design the psychological kind of

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game design you know the kind that gets

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in your head and tricks you into doing

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things without you knowing why you

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didn't them the most obvious one is the

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inclusion of that administrator alert

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that I was talking about earlier because

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that is a literal call to action that

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has a very clear cause and effect so

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much that it's become a meme within the

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community that pubs do not push until

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the lady in the megaphone says Mission

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ends in 60 seconds but I'm much more

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interested in the ways in which teamwork

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exists in the background of this wannabe

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Deathmatch strange weapon farm that has

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become so integrated into our

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subconscious that we don't even notice

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them anymore how have we all become like

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Pavlov's mercenary reacting without a

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thought to sounds visuals and choices

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that the game developers made all the

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way back at the beginning of the century

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that hold up so well to this day that

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TF2 remains one of the most easily

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accessible games on the PC market as

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long as you you know ignore all the Bots

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and cheaters and racists obviously there

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are so many tiny little things that

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contribute to the illusion of teamwork

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in TF2 such as the concept of respawn

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waves the game always tries to respawn

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players in chunks so that when you leave

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spawn you'll often leave with at least

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one other person by your side or even

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take these team outlines when leaving

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spawn actually like that is there so you

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can quickly see where your team is

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gathered at without having to purely

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rely on sound but on the subject of

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sound voice lines are definitely where a

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lot of subtle teamwork encouragement

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comes from for sure I mean the voice

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lines that you can do your sell from the

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menu as more of a direct form of

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communication obviously you can often

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wordlessly let your pocket know that

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you're about to Uber recharge them by

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pressing Z and then

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three but there are voice lines that

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consistently automatically play when

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something happens in the game like when

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the cart stops getting pushed little men

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steal our C or the automatic thank you

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response that your character will say

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after taking a teleporter much oblig

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wait why is the engineer thanking

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himself for building his own teleporter

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or the automatic thank you voice line

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that plays after a meta heals you

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appreciate it DOC these voice lines

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after you hear them enough can often

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blend into the background sometimes but

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I really do think that especially for

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new players hearing literal positive

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reinforcement being directed towards you

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for doing something that ultimately

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helps your team that really helps get it

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into a player's head whether they

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recognize it or not that what they did

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was a good thing and they should

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continue doing it they think I should

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keep building teleporters because the

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funny Russian man says was good trip

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after he takes it oh I should Uber the

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soldier because when I do he does that

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funny scream I should Air Blast the

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burning Scout because he's running

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around shouting fire fire this is a

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fantastic example of the game

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recognizing that encouraging actions

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that contribute to the macro such as

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doing something for the good of your

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teammates instead of yourself should be

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achieved by creating these fun micro

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moments driven entirely by the TF2 casts

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iconic and expressive personalities

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another thing that I think contributes a

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great deal to this teamwork illusion is

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the domination mechanic Believe It or

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Not uh if you're like me and have never

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been dominated in your whole life um

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I'll explain what dominations are after

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you get killed four times in a row by a

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player without getting a kill or assist

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on them they are essentially given a

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little badge above their head that only

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you can see that lets you know that they

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are owning you right now so either get

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revenge or rage quit now this mechanic I

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feel may be a little controversial in

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today's gaming landscape like I bet you

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like 20 bugs that if TF2 came out today

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dominations would have been removed in

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play testing due to it making players

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feel bad for dying too much and hurting

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their egos but I actually really love

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this mechanic because it contributes

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that much more to the idea of subtly

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encourag ing teamwork see TF2 is a neat

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game in that individual players given

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that they put in the hours and practice

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can get very very good at this game

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there's a high skill ceiling it's a very

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fundamentally and mechanically demanding

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game and I mean it's generally accepted

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that you don't really truly reach the

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beginning of your potential ntf2 unless

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you've sunk at least a few thousand

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hours into it which is insane if you

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really think about it so it's by design

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that there will always be at least one

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or two players on the enemy team who are

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just absolutely on on everyone

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who are just a complete Menace and who

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are just inexplicably allowed to roam

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free and get every kill with ease with a

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domination mechanic you'd think that

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these players are getting rewarded I

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mean they have this cool little badge

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next to their name that displays how

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many noobs they've pounded into the

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ground and how many years they've stayed

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up practicing their Rocket jumps and air

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shots but in reality they're being

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slightly and suddenly nerfed they're

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being given a small imperceptible debuff

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that they are likely not even aware of

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the more dominations that they rack up

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the more that they are at risk of being

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the victim of the teamwork illusion you

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see the answer always to a rampaging

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carry player on the enemy team with a

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Godlike killstreak and the medic latched

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onto them with a critz is simple Focus

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fire but how unfortunate Focus fire is a

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team effort you have to coordinate that

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you have to somehow let everyone know

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that this particular player needs to be

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shot at by the entire team

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simultaneously but you're too shy to

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press your push to talk button or you

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don't want to wake up your grandma so

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that's where the domination mechanic

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comes in the more people who are being

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dominated by this guy the more likely it

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is that they will all see this

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problematic gamer with a big blinking

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sign over their head that says get

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revenge on me your ego demands it and

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focus this guy down and the best part is

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none of them even realize that it was a

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team effort when this happens in reality

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the motivation to shoot him on site was

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to get their own personal revenge and

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then taunt afterwards but what they

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really did was contribute to a

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spontaneous moment of focus fire at best

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and at least take out the other team's

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carry and allow the rest of the team

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some respit for 20 seconds getting that

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satisfying Revenge was a micro moment

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that can snowball into a macro event and

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the most impressive part about all this

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in my opinion is that the illusion of

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teamwork is not a trick if you think

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about it it's an answer to a problem

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that anyone designing a team-based

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objective Focus game has to answer how

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do we get these antisocial beta Gamers

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to occasionally work together without

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requiring that they get into voice chat

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to explicitly explain what they were

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about to do while also maintaining that

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fun element of micro moments that make

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up the majority of the entire game's

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experience see this is why I am not a

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game designer I'm not smart enough to

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come up with Solutions like this but I

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can definitely appreciate them

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especially when you consider that TF2

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was designed so long ago you could

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certainly say that they were ahead of

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their time because nowadays pretty much

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every game where the illusion of

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teamwork exists TF2 has been a jumping

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off point which has been expanded upon

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in various ways many ways in which I

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would love to have seen added a tf2 at

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some point but uh yeah anyway the point

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I wanted to make just boils down to this

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really uh Team Fortress 2 is great but

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what makes it great is that the teamwork

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part is an illusion whether you win or

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lose the match ultimately can come down

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to a coin flip but whether you have fun

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or not is pretty much just up to what

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you choose to spend doing during that

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15minute stalemate before the inevitable

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pump push and after you've been

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hoodwinked into helping your fellow

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mercenaries in a microscopic way I felt

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like talking about this because

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relatively recently I personally reached

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a point with this game where I had to

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sort of uh I don't know face the truth

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in a way uh for a long time especially

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in the last couple years I'd always felt

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frustrated with how UNS seriously my

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teammates seem to take the role that

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their class choices bestow upon them I

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found myself getting upset even angry at

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my team for not taking advantage of

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opportunities or not dedicating

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themselves to the objective a goal that

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I believed had to have been shared

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between myself and everyone else in the

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entire server but the truth of the

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matter is the lack of sameness in

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mindset contributes a great deal to what

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makes Team Fortress too memorable in the

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long run I think back to my favorite

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moments while playing this game and

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hardly any of them have anything to do

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with winning or losing practically none

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of my true enjoyment has come from the

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macro moments and sure those moments are

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satisfying it feels great to come

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together with a group of strangers and

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make something happen and I love those

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moments but that's just a piece of a

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greater hole of this game and I was

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unnecessarily making my own gameplay

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experience worse by allowing only that

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piece to dictate my enjoyment of playing

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it like I'm not kidding when I say I

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used to get genuinely mad at my team

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when they let me down like I would get

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angry at a video game it was only when I

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realized that I was getting upset for

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literally no good reason at all and

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decided to consider why my experiences

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were consistently like this that I came

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to realize that I had felt entitled to a

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phantom a thing that does not exist on

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purpose a random event in a greater

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Arena of organized unpredictability I

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had to let go I had to accept that

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teamwork is and always has been an

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illusion and what do you know I started

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having fun again when I started thinking

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like this does this mean that I don't

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get frustrated with this game anymore

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absolutely not uh does this mean that

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I've changed my mind about random crits

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uh hell no but I hope you enjoyed

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listening to me rant and Rave about TF2

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for a while I appreciate yall coming

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back and watching my videos there's more

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to come soon so I will talk to you

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nieces and nephews next time oh also if

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you uh enjoyed this uh more more casual

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uh Style video of me kind of chatting

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over gameplay uh then you should check

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out me playing games with my friends on

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the maximum damage Channel we played uh

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balers Gate 3 we played Plants versus

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Zombies a classic uh We've uh we coming

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out with more uh of these kind of I

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don't know I guess you would just call

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them Let's Plays or uh like a game

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grumps only plays style of uh commentary

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yeah if you're interested in seeing me

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play other games besides TF2 uh go and

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check that out here's a clip from the

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plants versus zombies one sounds like

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rain hitting a tin roof and all yeah but

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look look how many nuts I have I dude I

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love that sound specifically you get

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that sound when you hit the bucket guys

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oh yeah the yeah I love that super

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satisfying this is honestly like this

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game is so well made feels like there's

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rats in my ears or something right now

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sound design is so good I love the rats

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in my

play23:25

ears the evil I love evil rats I'm

play23:28

loving the rats in my ears right now

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Связанные теги
Team FortressGame DesignPsychologyTeamwork IllusionGaming AnalysisPub PushStalematesMicro MomentsFPS GameCasual Play
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