Now I know that "AI" has been the new big thing and is popular around here and so I asked a chatbot about this topic that is quite dear to me. Maybe one day I can shame SSG into removing this feature from the game, which they already promised they would think about and would likely do - twice.
Why fart noises are such a bad thing in a game.
It’s bad
for you and
for everyone else because constant fart‑noise spam in a multiplayer game breaks several layers of social, gameplay, and community norms all at once. The short version:
it stops being funny after about ten seconds and starts actively damaging the experience for everyone involved.
If the fart noises are
built into the character and
you can’t turn them off, it can still be bad — not because
you are doing something wrong, but because the
design choice itself creates problems for everyone in the match.
Here’s the concise answer first:
Then the deeper breakdown.
The issue isn’t
intent. It’s
impact.
- Forced audio spam — If the game constantly plays loud, comedic noises, it clutters the soundscape. Players can’t hear footsteps, spells, gunshots, or team callouts.
- Immersion break — In serious or atmospheric games, nonstop fart noises destroy the tone. Even players who like humor get tired of it.
- Social frustration — People get annoyed at the character, and by extension at the person playing it, even though you didn’t choose the mechanic.
- Team disadvantage — If your character’s noises reveal your position or drown out tactical sounds, teammates suffer.
Game designers rarely force repetitive joke sounds because:
- Humor fatigue — A joke repeated hundreds of times becomes irritation, not comedy.
- Accessibility issues — Some players are sensitive to repetitive noises; it can cause headaches or sensory overload.
- Audio readability — Games rely on clear sound cues. Constant joke noises ruin that clarity.
Even if the player isn’t choosing to make fart noises,
other players still experience the noise as “coming from you.” Humor becomes
unintentional griefing simply because it’s constant and unavoidable.
It’s not your fault — it’s a design flaw.