Trolling by Design
Sorry to break it to you, game makers, but most player trolling is your fault. It's an indicator of bad game design, and it's your responsibility to address it.
Let's get into why.
Trolling, meaning intentionally disruptive or provocative behavior intended to upset others, is a common problem in multiplayer games. This can include harassment, like annoying other players with repeated physical or verbal attacks, or more elaborate stunts like griefing, where a player intentionally sabotages another player without competitive purpose. Trolling is often seen as something players do out of maliciousness, or because they're bad actors. But, in my experience, the vast majority of people we call trolls don't go into a game intending to be one (there are exceptions, of course). Rather, they expected to play the game like everyone else, but turned to trolling to have fun or to get a reaction from others.
Wait a minute! Fun and interaction are exactly what a good multiplayer game is supposed to deliver! So, when players turn to trolling, that means they can't find those things in the game. They're essentially telling the game designer, "It's more fun to misbehave than to play this game as intended." And that's on you.
So how do you address trolling through design?
1. Make Fun Accessible
First, ensure that your game makes having fun easy—a challenge, I know. Minimize moments when players are unsure of what to do next, wandering around looking for something fun. Those periods of confusion and frustration are often when the lizard brain heuristics kick in. If a player doesn't understand how to have fun through the game's systems, they default to what they do know offers them excitement and attention: causing chaos.
This is one reason we frequently see trolling in pre-game lobbies. Here, players wait for the game to start without a clear goal or method of interacting. It's no wonder they try to provoke a reaction, for instance, by saying offensive words. It's an easy way to stand out and get a rise out of people. In Fortnite, players in these waiting areas have access to their weapons, (though they do no damage), so many resort to harassing others with repeated attacks. These players aren't bad necessarily. They are just bored and trying to find entertainment where there is none.
Good instructions are also essential. Even when players have a clear goal of what they're supposed to do, not knowing how to interact with the world to achieve that goal can be frustrating. Imagine a game with three main mechanics: an attack (shooting a laser), a movement option (a grappling hook), and a puzzle interaction (moving and rotating blocks). If players can't figure out how to grapple to the next puzzle, or how to engage with that puzzle, they will likely resort to the easiest option -- repeatedly shooting others to find some form of entertainment.
To reduce these situations, designers should provide moment-to-moment goals, clear instructions on how to approach them, and a smooth game flow for moving between goals. Players need to intuit the best way to have fun at any given moment. When players know how to enjoy themselves in ways that align with the game's design, they are less likely to default to disruptive behaviors contrary to that design.
2. Reduce the Opportunities for Trolling
Second, limit how players can troll. This isn't just about mitigating damage after the fact; it starts with the design of the game world and its mechanics. Players enter a game world with one question: "What am I supposed to do here?" Their answer may be taken from tutorials or instructions—but it's also based on what they actually CAN do.
If you make it possible for players to run up to someone and blast them in the face 50 times, that's a signal that such behavior is an acceptable way to play. Build in natural buffers that prevent trolling behaviors from being seen as viable or enticing. Cooldowns, reload times, and safe zones are tools that can set boundaries on disruptive behavior. Cooldowns and reload times slow down the pace of aggressive actions, preventing players from overwhelming others. Safe zones provide spaces where players can regroup and feel secure, especially at respawn points. There's nothing more disorienting than spawning into a game, trying to get your bearings, only to be instantly attacked. And remember, in all probability, that attacker is not just being mean—they might have been bored and waiting for another player to join. This suggests yet another strategy for reducing trolling: giving players options for solo fun, so they don't pounce on newcomers.
Designing moments of pause, restricting, and redirecting inappropriate interactions can provide necessary space and help shape player actions, as well as their expectations.
Conclusion
Trolling isn't the inherent aim of most players. It's often a symptom of poor game design. Trolling happens when players decide that it's the easiest way to have fun in the game. To reduce trolling, make sure that your game delivers obvious pathways to fun, and limits the opportunities for players to engage in disruptive behaviors. Design your map and interactive mechanics so that players can answer the question, "How do I have fun here?" with something more productive than causing trouble for others.
All players want to have fun. Design a place where it's more fun to behave, and they'll be less likely to misbehave.