Bryan Ekman, on 05 April 2012 - 09:51 AM, said:
My personal experience with VOIP has been as follows:
EverQuest - tried, failed, much easier to use chat.
EVE - IPO (initial public offering), horribly executed by CCP, everyone used their own Vent or TS.
BF2 - Private server (clans usually play multiple games, and a single room based Vent/TS server is much easier for them to manage)
COD 1-7 (xbox) - I have to mute it because of people dropping ignorant, racist, and other awful crap.
I've hear people are using Skype for coordinating games in WoT!
In short, my personal assessment of VOIP is those players that actually use it, and use it well, are well organized and prefer to have their own setup. People playing casual matches generally don't use VOIP.
The two big differences though, which I don't think are to be written off, are a ) as far as I can tell from my big State of the Sphere survey, the average age of a MWO community member is older. Probably because BattleTech is a much older IP. Besides, the XBox is a cesspool of kids screaming into their microphones, that's not fair to bring up here
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The second difference, b ) is that those games are generally quite big, from 12 people on a team to dozens in the case of MMOs.
MWO is a game where you might have lance-on-lance engagements. Four people on a team is a much different scenario than twelve in terms of VOIP.
I think to my times playing Left 4 Dead and Left 4 Dead 2, which included a built in VOIP. It was good times, I almost never had trouble with people on the comms, and when I did it was as easy as pie to mute them. Compare to the TF2 community, which is by and large the same community, and you can't even turn the comms on in a public channel without getting barraged with crap. And that's if alltalk is off, if it's on you might as well unplug your speakers.
My point is, I think during smaller matches, a public VOIP becomes much more viable. If there was VOIP built into LoL, for instance, my group would be able to chat with our random 5th player, decide if he was mute-worthy, and if he wasn't have have good-times with him. With larger games like TF2 or Eve or whatever, it's like swatting at a swarm of flies: you mute one person, and there are still 2 or 3 more, and by the time you mute them someone else has joined.
EDIT: Oh, and the third big difference is that in MWO, you're stuck with the same people for an entire match, right? No 2-hour matches with people constantly dropping and adding or whatever. It becomes easier to manage people with annoying comms when tehy aren't a shifting roster.
Edited by Mr. Smiles, 05 April 2012 - 10:01 AM.