Well, That Fallout 76 Griefing Problem Sure Worked Itself Out

Back when the marketing and promotion for Fallout 76 was just ramping up and I made a trip out to Texas to visit QuakeCon, I was optimistic about how in-game griefing would be handled when the MMORPG would make its debut. It was an unusual feeling for me at the time; over the past several years I’ve had hardly any reason to believe in Bethesda’s stewardship of the series. But I felt the premise of their approach, which encouraged self policing within the community while making the process a bit fun, was creative. Heck, I could see myself even wanting to indulge in it: I envisioned posses of players, maybe even me and my own sister, tracking down evil-doers and grabbing them by their digital collars and showing them the door. It sounded like an enjoyable way to deal with the inevitable problems faced by community-based games.
It turns out that motivation to indulge the back and forth of griefers and those who are bothered by them, as was pointed out to me on Twitter at the time, is exactly what makes the Fallout 76 bounty system a problem. For those who genuinely want to annoy or harm others, the idea of being a wanted outlaw on the map, with the additional honor badge of playing the game at a more difficult level due to attacks by other players, is just an incentive: it both gives them the attention they want, and makes them feel like they’re a superior player for their troubles. It’s a recipe for disaster, one that additionally shifts the responsibility away from Bethesda in terms of moderating their own game.