CH 05

Step 5 — The first few sessions and the months after

Step 5 of 5

The last step is about what happens once the thing is installed: the first hour, the four settings that make the difference, why your connection matters more than your graphics card in an online match, what to do about other players, and how to leave cleanly if you decide it is not for you.

LOG 05-1 // 00:58

What the first hour actually looks like

New players often expect to be playing within five minutes and are surprised by the shape of the first session. Here is the realistic sequence, so that none of it reads as something going wrong.

Timeline // A first session
  • First, the download. Tens of gigabytes, which on a typical home connection is a wait rather than a moment. Start it before dinner, not instead of it.
  • Then a first-run setup. The game inspects your hardware, picks default settings and may install supporting components. This can look like it has frozen. It usually has not.
  • Then signing in with the account you made in Step 3.
  • Then a tutorial or practice area. Do it, even if it seems basic. The controls in this category are broadly similar between games but never identical, and ten minutes here saves an hour of confusion.
  • Then a first real match that you will probably do badly at. Everyone does. The matchmaking system has no information about you yet.
  • Then a decision about whether to adjust settings, which is the next section.

Budget two hours for the first session and treat only the last thirty minutes of it as playing. If that sounds like a lot, it is the honest figure, and knowing it beforehand is better than discovering it at eleven at night.

LOG 05-2 // 01:16

The four settings worth finding on day one

Games in this category expose dozens of settings. Four of them matter on the first day; the rest can wait indefinitely.

Resolution and overall quality preset. Most games offer a single preset — low, medium, high — that moves a dozen individual settings together. If the picture stutters, drop one preset level and try again. Dropping the preset is almost always more effective and less confusing than adjusting individual options you do not yet understand.

Display mode. Usually a choice between full screen, borderless window and window. Borderless makes it easy to switch to other programs; exclusive full screen can be slightly smoother. Either is fine; knowing where the setting is matters more than which you pick.

Audio and voice chat. Find the master volume, and find whether voice chat is on by default and whether your microphone is active. A microphone you did not know was live is the single most common unpleasant surprise in multiplayer games.

Mouse sensitivity. If aiming feels uncontrollable or sluggish, this is the setting, not your hand. Change it in small increments and give each change a few minutes.

A note on frame rate: the number of images drawn per second is what people mean when they say a game feels smooth. If your machine was at or below the minimum in Step 2, expect a lower number and use the quality preset to buy it back. There is no setting that creates hardware you do not have.

LOG 05-3 // 01:34

Why latency beats hardware online

This is the part that surprises people who have read about graphics cards. In a multiplayer match, your experience is governed less by how fast your computer draws the picture than by how long it takes a message to reach the server and come back. That round trip is called latency, or ping, and it is measured in milliseconds.

Australia's geography is directly relevant here. If the server running your match is in Australia, latency is typically low. If it is on the other side of the Pacific, it is typically much higher, and the gap is a matter of physics and routing rather than of anything you can fix with settings. This is why many players in Australia care more about whether a game operates regional servers than about its recommended graphics card.

What you can reasonably do: use a wired connection instead of wi-fi if that is possible, since wired is generally steadier; choose the nearest server region if the game lets you; avoid large downloads elsewhere in the house during a match; and check whether the game shows your latency on screen, because a number you can see is a number you can reason about.

What you cannot do: make a distant server close. If a game only operates servers far away, that is a fact about the game, and it is worth finding out before you invest time in it.

LOG 05-4 // 01:52

Other players: muting, blocking, reporting

Multiplayer means strangers, and strangers are mostly fine and occasionally not. Every mainstream game provides three tools, and it is worth finding all three before you need them rather than during an unpleasant match.

Mute silences a player's voice or text for you. It is immediate, it is private, and it costs nothing to use generously. Block goes further, usually preventing contact and often keeping that player out of your future matches. Report sends a complaint to the publisher's moderation team about behaviour that breaks their rules.

You do not owe anyone an explanation for using any of these. Muting early is a normal habit, not an escalation.

For serious matters — harassment that continues, contact with a child, image-based abuse — Australia has a dedicated regulator. The eSafety Commissioner handles online safety complaints, publishes guidance written for parents and for adults, and has formal powers that a game's internal moderation does not. If money or account details are involved, Scamwatch is the place to report.

LOG 05-5 // 02:10

Updates, storage and the months after

An online game is not a finished object. It changes: content is added, balance is adjusted, and occasionally things you had grown used to are removed. Three practical consequences follow.

First, updates download regularly, sometimes before you are allowed to play. If you have a limited data allowance, this is a recurring cost in data rather than a one-off. Second, the installed size tends to grow, so the free space you checked in Step 2 is worth rechecking every few months. Third, the game you install in March may play differently in September, which is normal for this category rather than a sign that something has gone wrong.

There is a quieter consequence too. Live games often run limited-time events, and the structure of those events rewards playing on the game's schedule rather than yours. Noticing that this is a design choice makes it much easier to ignore when it does not suit you.

LOG 05-6 // 02:26

Keeping it in proportion

Playing games is an ordinary hobby and does not need justifying. Like any hobby that is enjoyable and available at midnight, it rewards a small amount of structure.

Decide the finish time before you start rather than during. Use a clock you can see, since most games are designed to be absorbing and will not remind you. Keep the three-month spending figure from Step 4 somewhere visible and check it against your actual purchases rather than your memory of them. And if a session consistently leaves you frustrated rather than entertained, that is worth noticing — the point of the exercise was enjoyment, and there is no obligation to continue.

LOG 05-7 // 02:40

Leaving cleanly

If you decide the game is not for you, leaving is straightforward and worth doing properly.

  1. Uninstall the game through your operating system's applications list, or through the platform that installed it.
  2. Check afterwards whether a folder of settings or saved data remains, and remove it if you no longer want it.
  3. If you used a launcher only for this game, decide whether to remove that too.
  4. Open the account's settings and turn off any marketing emails you agreed to.
  5. If you want the account deleted rather than dormant, look for the publisher's account deletion process, which is generally described in their privacy notice.
  6. If you cannot find it, their privacy notice should explain how to make a request, and in Australia the Office of the Australian Information Commissioner publishes general guidance about your rights over your personal information.

LOG 05-8 // 02:54

Before you finish

Summary // Step 5
  • The first session is mostly downloading, setting up and a tutorial; budget two hours and expect thirty minutes of play.
  • Four settings matter at first: quality preset, display mode, audio and microphone, mouse sensitivity.
  • Online, latency usually matters more than hardware, and server location is a fact about the game.
  • Find mute, block and report before you need them; escalate to eSafety for serious matters.
  • Updates keep arriving, storage keeps growing, and the game keeps changing.
  • Set a finish time, check your spending against the number you wrote, and leave cleanly if you want to.

That is the course. Every checklist is gathered on the All checklists page in a form that prints on white paper, and the About page explains how the whole thing was put together and how it is kept current.

LOG 05-9 // 03:06

Checklist 5 — First sessions and after

Checklist 5 // Work through on your own
  1. Start the download at a time when a long wait does not matter.
  2. Complete the tutorial or practice area before your first real match.
  3. Find the quality preset and note which level you are on.
  4. Find the display mode setting.
  5. Check whether your microphone is live and whether voice chat is on by default.
  6. Set mouse sensitivity to something comfortable and leave it alone for a week.
  7. Find out whether the game shows your latency, and where.
  8. Find out whether you can choose a server region, and choose the nearest.
  9. Locate the mute, block and report controls before you need them.
  10. Write down the finish time for your first session before you start it.
  11. Three months in, check your actual spending against the number from Step 4.
  12. Recheck free disk space after the first few large updates.