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Society· 6 min read

The one complaining is still here

A server doesn't die when people protest, but when they stop. Complaining costs something, and that's why it's the last signal before silence.

The one complaining is still here

Whoever bothers to complain about a server is still counting on something being able to change. Whoever no longer believes that doesn't argue with anyone: they simply stop logging in, and that silent departure warns nobody of anything.

A place doesn't empty all at once. It empties through the door that makes no noise.

A thread that keeps coming back

On Spanish-language forums there's a kind of post that gets written every few months, almost always with the same title: is anyone there?

Underneath, always the same thing. Thirty people with ranks, one or two who log in each day, and always the same ones. People sitting in the voice channel while the server is empty. Someone new who shows up, finds no one and leaves.

And a sentence that appears in almost all of them: nobody said anything.

Nobody opened a thread to explain why they stopped logging in. Nobody said goodbye. The departure happened without producing a single message, and that's why whoever ran the place found out when it had already happened.

The two doors

In 1970 the economist Albert Hirschman wrote a short book about what people do when something they belong to gets worse, and his answer fits in two words: leave or speak up.

Exit is leaving. Voice is saying so and trying to fix it.

What's interesting is that the two don't cost the same, not by a long way.

Exit is free, immediate and requires no explanation. You close the game, you don't come back, and there's no awkward conversation. Speaking up demands the opposite: working out what's failing, writing it so it doesn't read as an attack, waiting for a reply, putting up with someone telling you that if you don't like it you can leave, and risking being seen as the one who always complains.

That's why, as soon as someone stops believing that saying it will achieve anything, the cheap option wins on its own. They don't decide to keep quiet: they simply run out of reasons to speak.

What costs dear is what informs

This is what makes it something practical.

The only one of the two reactions that carries information is the expensive one. A complaint tells you what's failing, for whom and since when. A departure tells you nothing: it leaves a gap in a list, and the gap doesn't explain its reason.

That's why complaints are a rare asset and are almost always treated as the opposite. Whoever complains is doing diagnostic work for free and, on top of that, is declaring something that's hardly ever read correctly: that they're still counting on this place. Nobody spends twenty minutes explaining a problem in a place they've already given up on.

And from there comes the reversal that throws people off: a server's best moment isn't the one where nobody protests. It's the one where people protest and stay.

The principle: silence isn't contentment

Step outside the game, because this repeats everywhere and is misread everywhere.

The workplace where nobody argues in meetings any more, which doesn't mean everyone agrees but that they've learnt it makes no difference. The couple who have stopped reproaching each other. The usual bar that people stop going to without ever having made a single complaint.

In every case, the absence of conflict looks a great deal like agreement and is often its exact opposite: it's what's left when the hope of changing anything has run out.

From that comes a criterion that works for almost any group: if complaints go down and nothing has changed to justify it, you haven't fixed it. The people who were complaining have left.

What can be done

Make voice cheaper, which is the only thing that competes with how cheap it is to leave. A visible place to say that something isn't working, which isn't a form or a ticket, and where replying isn't a favour but the norm. Answering a legitimate complaint in public is worth more than answering ten in private, because everyone else is watching to find out whether speaking up is any use here.

And learn to tell apart two messages that look the same. The one asking for something specific is negotiating. The one taking general stock of everything that hasn't worked for years is almost always saying goodbye, even if it doesn't say so.

If there were a place where complaining didn't cost the complainer their reputation, and where a drop in complaints was met with concern instead of relief, I'd like it to be called KobiiCraft.

Now the honest part, because this can be taken too far. Not every complaint counts: there are people who complain daily, with no proposal, and attending to them before anyone else is a sure way of governing for the loudest while the quiet majority keeps leaving by the other door. Inviting people to speak and then changing nothing is worse than not inviting them, because it burns whatever trust was left. And some people leave for reasons that have nothing to do with the place: the job changes, the schedule changes, life changes.

The only thing I'm arguing is smaller: that silence gets counted as good news and almost never is.

The quiet chat

A chat full of arguments looks bad and has a good prognosis.

A quiet chat looks good, and sometimes it only means there's no one left who cares enough to write.

Frequently asked questions

Why do players leave a server without saying anything? Because leaving costs nothing and speaking up does. Closing the game and not coming back is instant, free and exposes nobody, whereas raising a problem takes time, arguments and the risk of being taken for someone who only complains. When someone stops believing that saying it will achieve anything, the cheap option wins automatically. That's why most departures are silent: they aren't a decision not to warn anyone, they're the absence of any reason to do so.

What is the theory of exit, voice and loyalty? It is the framework the economist Albert Hirschman set out in 1970 to explain how people react when something they belong to gets worse. There are two possible responses: exit, which consists of leaving, and voice, which consists of expressing dissatisfaction and trying to fix it. Loyalty is what delays exit long enough for voice to happen. His central observation is that only one of the two responses conveys information about what is going wrong.

Is it a bad sign if a server gets lots of complaints? Not in itself, and often it's quite the opposite. A complaint implies that whoever makes it is still there, has put effort into explaining it and assumes the situation can improve; nobody spends time complaining about a place they've already given up on. What is worrying is a sudden drop in the volume of complaints with no change to justify it, because it usually means the people who were complaining have left rather than been won over.

How can you tell whether a server is losing players before it's too late? By looking at retention rather than peak connections. A server can keep the same total while its people change completely, which hides the fact that nobody stays. The useful early signals are how many of those who joined a month ago are still logging in, how many names a regular player recognises when they connect, and whether the chat on any ordinary Tuesday has a conversation going. By the time the drop shows up in the overall count, the departures happened weeks earlier.

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