I think it has more to do with the mentality a game like worms draws in. Worms is a slow(ish) paced game, which plays out in phases (or turns). It promotes thinking and patience. The game also exudes levity and good humor, so it's not surprising that the attitudes of players reflect it in such a way. That said, there are some bad apples in the worms community too, but that's a general rule of thumb for life, is it not.Flatfrog said:Only once in my life have I ever tried multiplayer gaming. I was getting very into Worms Armageddon and I thought I'd try out the multiplayer option. So I gave it a go and was dumped into a game. Oh my God, was it a culture shock. I was so used to playing against the game AI, playing against real people was quite an eye-opener. When one of them did an astonishing rope move and barrelled up into the air, throwing themselves at high speed from one end of the board to the other I couldn't help writing 'how the hell did you do that?!'
At which point, rather than laying into me as a noob, the players did something extraordinary. They terminated the game and set up a whole new board where they devoted nearly half an hour to training me in how to do these kinds of moves (which, incidentally, I never mastered despite all my best efforts). They gave me some pointers on how to develop my skills further, waved me goodbye and went their separate ways.
It was such a long way from the kind of thing I read about in games like CoD, I have to assume I was either amazingly lucky, or more likely that the Worms community is just much more welcoming. Anyway, despite that I decided I would never be a hardcore enough gamer to survive in a multiplayer world, and went back to my casual single-player life.
(Wow - I had to do about ten refreshes of the Captcha before it would give me something other than a shitty advert for Sky TV.)
In my opinion, it's not the presence or absence of thought/strategy that draws in hostile attitudes, but the pacing. Many competitive multiplayer games are ludicrously fast paced. Things can happen really fast. With this comes a sense of impatience. If something is grating against the flow people respond negatively.
And it goes both ways.
For example, you have veterans who rag on "noobs" for their more cautious and inefficient play, because they indirectly affect the flow of their game. Likewise some "noobs" moan about a variety of things (weapon choices, unorthodox tactics or rank) and claim they are unfair, because they can't keep up with the pace set by the veteran players. This creates a lot of frustration for all involved, it's never managed properly and inevitably leads to toxicity.
As others have said, the only solution is to separate the groups. Unfortunately that is far tougher to execute, at least in a seamless, automated way. A lot of games with large followings that also allow for private servers to host matches, often do matchmaking within the community (such as within or between Clans) and play them out in private matches. But that still leaves a huge void where the nebulous "noob" exists and who aren't always "casual".