Name: G.I. Jonesy
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Posts: 2441
Location:
Posts: 2441
An easy target for alienation would be Nazi's. They make up a tiny percentage of the human population, and every single one of them is a total dipshit, douchebag, cocksucking motherfucker. They also cannot coexist peacefully with anyone else. So that means, if we permit Nazi's, we get 50 fuckwads in exchange for the other 7 billion people in the world. It's not a complicated equation... do we want 7 billion people or 50 assheads?
A more challenging case, is between no-life's and their busy counterparts. You might think, there are fewer no-life's than normal people, and that's true, but we also do not need to alienate the no-life's. Fact is, there is a way for no-life's and normal people to coexist peacefully. As a result, while the numbers are in favor of the normal, busy types of people, we should still not alienate no-life's.
One key demographic Quake has ignored, is the no-commitments type. Some types of people seek lifelong relationships, and those people are usually attracted to Quake. The problem is, Quake has developed in such a way, that today, only people willing to make that kind of commitment are interested in the game. The skill-matching system is like a fucking arranged marriage. You can't even play one duel without committing yourself to either 10 minutes or a forfeit loss. By what logic would we alienate the types of people who have no interest in lifelong relationships? I can find none, and they do make up a substantial percentage of the human population.
It's not a challenging process to determine which groups should be alienated and which should not. If they make up a large percentage of the population, they should not be alienated. If they make up a small percentage, they should be alienated, unless they can coexist peacefully with the large percentages. Once you know who to alienate and who not to alienate, it becomes a simple process of ensuring that such things are accounted for on the field itself.
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