![]() Having to determine if a win was "earned" or if you coasted off the exploits of your teammates is something you never to to deal with in a 1v1 context. Tracking one's personal improvement is made more difficult by the phenomenon of being carried by a team. Secondly, losing because someone else played wrong is terrible. How is someone supposed to improve when the reason for their defeat was beyond their control? If someone is consistently unable to identify why they lost any given match, something is very wrong. anyone who has played a team based competitive multiplayer game will confirm that they've played matches where they lost despite personally making the right moves. ![]() The first is that it obfuscates the reason for a loss. It basically ruins the cycle of loss and self improvement from all angles. The problem with team-based competitive games is that they provide a new direction for one's frustration: your teammates. Top players in any competitive activity will all attest to how important the ability to learn from defeats and 1v1 play forces you to confront these weaknesses until you do something to address them. Being able to look at ones play, identify the flaws and seek to rectify them. So naturally, people are inclined towards the latter. (I mean technically there's a third option in the game itself, but it generally leads to people not playing the game anymore) When you lose there's only two directions you can point your frustration:ฤก) At your opponent - fortunately, this is generally frowned upon and ridiculed under any number of names like "Johns" or "Salt". ![]() There's something pure and beautiful about the harshness and savagery of 1v1 competitive multiplayer. ![]()
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