Tf2's Stratification
In this post, we'll be looking at the classes...
Team Fortress Two is an open system. Everyone is born with some level of noobness and climbs the learning curve to reach maximum fun-having and/or tryharding in a game that can either be really fun or not fun depending on a number of factors, including your attitude while playing the game. Being a multiplayer video game, Team Fortress Two has a number of classes (in this case, I mean classes as in the rich, poor, etc.) that are both made by the game and community.
At least in the United States of America, the usual thought process is that, if you work hard, you will get rewarded, and if your ways of getting rewarded are unfair, there will be repercussions. The same can be said for Team Fortress Two. There are weapon variants called, Australiums, in Team Fortress Two. They are the rarest and most sought after items Team Fortress Two has to offer, and earning them is no easy task. Having one equipped and shown will boost your status immensely, because having one means you are very skilled or very lucky.
To be clear, getting an Australium, in the first place, is luck based, and the odds are low, but this means that having one could mean you've been playing the game for a long time, especially since you have to play a quite difficult part of the game to get the chance of getting one.
Hopefully, skill was involved in the receiving of your Australium weapon, because if it was all luck, then the medics kissing your toes every match will quickly realise you got it out of luck and stop healing you, and the enemy won't be scared of you. In fact, your class will quickly change from being an
Australium Carrier
Now, I previously indirectly mentioned that one's class can change mid-match. That is how it works in Tf2. Everyone may see that you have unusuals and australiums, but once they see your gameplay, then they know what you are. This knowledgment of what you are isn't only for good and bad players, but also toxics, friendlies, memers, oh my! Sorry, I meant, and more. Status consistency, on the other hand, is something that must be seen in multiple matches. For example, people with unusuals and australiums are usually, bottom line, good players, so their status consistency, in this case, being able to be good every match, is pretty high.
Also, even though TF2 is a class system, it is a video game, meaning changing your class is dependant on what everyone in the class does. In other words, your class is based on the stereotypes associated with what you are doing! If you are wearing lime and playing scout, you're a lime scout and everyone is going to, at least, not respect you. The moment you take the lime off, no one will care what you're doing unless it's noticeably negatively affecting the match and/or situation, or the things you are then doing make you fall under another stereotype in which you will receive different reactions from the people that see you. For example, if you switch to heavy in order to eliminate the enemy players that have been practically harassing you, people are going to call you a rage-heavy (the same goes for switching to sniper).
In conclusion, not only do your actions specify your class in TF2, but the actions of those with similarities to you do as well. From the lowest of anger-snipers to the highest of friendlies, or just or the standard noob, there's something you are apart of in the world of Team Fortress Two.
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