| ▲ | keyringlight 3 hours ago | |
It's interesting how often accuracy problems fall back to requiring humans in the loop, and in the case of big consumer systems that means employing people in low wage parts of the world. For playing a match of a video game I don't think there's that much money involved balanced against the amount of playtime to pay for enough monitoring or to ensure a timely response to reports. Gamers always wheel out community run servers and admins because it's pushing the cost onto someone else (I don't think I've ever seen someone volunteer themselves for it), and they'd mostly refuse pay to play if that meant employing a staff that scaled as their online games are popular. | ||