I've been thinking about this for a while now, and decided to put my thoughts on a post for you guys to give me feedback on it.
Warning, a wall of text cometh!
A community-moderated online gaming service
Online gaming, in many games, is a potential and sometimes estabilished social cesspool. The main reason for that seems to be the impunity of the system's users, who can be jackasses all they want without serious repercutions, and if there are often just a bit of clever subterfuge will keep them going for a long time. Unlike in most social places in real life, where being a total jackass gives you a good chance that you won't be accepted there again.
One of my first ideas about this was a system in which you had some personal data that you could divulge, like name and e-mail address, and you were only allowed to communicate through chat if you chose to reveal that data. That idea didn't stick for the obvious reasons that many people would generally feel unconfortable releasing even small ammounts of personal data, even if they have nothing to hide, and it seemed too easy to cheat.
A better idea, that I really want feedback on, is a system of players grading players tied to public chatlogs.
It works like this: You're playing a match of whatever game, when in the match is a player who's simply a gigantic ass, saying truly uncalled for nasty shit based on flimsy reasons, homo/xenophobia, misoginy, for the lulz, and so on. In most online games, you might be able to report this person, or block him/her, but it often does little, as the first option puts you at the mercy of a moderator that may already have a backlog of a thousand complaints to sift through, or the fact that simply blocking chat with the person doesn't stop him from being an ass with everyone else at every turn.
In my system, once the match ends for whatever reason, you're given a screen with the names of all players that participated in it, allowing you to give them 3 grades. Green, for nice, helpful people. Yellow, for people that you don't really have an opinion on, and red, for jackasses. You can only give one grade to each person, even if you play with them more than once. However, while you can give green and yellow grades without issue, red grades will always be followed with the full chatlog of the session attached to them. This only works for public chat, private chat is not recorded. When you give a red grade, you'll also be prompted to place marks on key lines of text chat or times of a recorded voice chat for people to be automatically sent to if they choose to view the log. However you cannot simply send those parts you find offensive, the full log is always available, to allow people to see the whole context.
This is still not enough to have the red grade stick. It'll still be a 'soft grade', and will require confirmations from other players to really stick to a player's profile. Players in the friends list of either the reporter or reported player are not allowed to weight in, to keep it impartial. If a certain number of people confirm the grade, it sticks, possibly permanently, possibly for a month or two. If enough people contest the grade on grounds that it was unfair or somebody trying to persecute another for stupid reasons, the grade vanishes.
All this information is easily accessible to all players and cannot be hidden. To make sure the friend list limitation is effective, you can only private-chat and do a series of other activities (like hop directly in the game/match they're currently playing) with people in your friends list. And removing someone from your friends list prevents them from being re-added for a week.
To prevent people from creating alternate accounts to remove bad grades from themselves or make grades stick to people they don't like, you must have a certain ammount of playtime in your to even be able to use the system, and you must play with regularity. This may seem unfair to casual players, but I imagine the more serious players would be the ones to want to use these features most.
The main idea of this system is to create an online gaming community where jackassery has long-term consequences, where the community itself moderates its numbers, preventing the company that created the game from relying on an expensive and large number of moderators to try and deal with all the complaints, which as the game grows in popularity will invariably be innefective, and all this could create a greater sense of community, as the players themselves are working together to make the game better. And if Wikipedia has shown me anything, if you give a community the tools, some amazing things can come out of it, and people are often more willing to cooperate than most people think.
Well, I'm done. Do fire your criticism at me, I can take it.