Part 4/11:
While the intention seems to be to empower players to make informed choices, there's a significant concern that this system could backfire. The speaker argues that highlighting toxicity might inadvertently attract those who seek out these behaviors, turning the system into a hype tool for "toxic" games. They suggest that players interested in chaos—like the stereotypical gamer who enjoys high chaos in games like GTA or thrives in chaos-filled online environments—might see high toxicity scores as a feature, not a bug.