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 Forum index » Meta » General META Discussion
The issue of imploding games
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Phaedra
Lurker v2.0


Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

Ethernull wrote:
Just throwing out an idea here. What if:

A second membership account type was made for "PM"s. It garners no special treatment or other benefits but it is a prompt at account creation.

On the sign up form "Are you a (select one) Player [ ] or a PuppetMaster [x]"

The confirmation email that we all got automatically when we joined would have the extra bit for PM's, stating UFs rules and code of conduct as it pertains to them, and linking to either the PM guide forums, DeadDrop or some other resource for planning and collaboration.

Once the innitial change is made there are no extra duties and no curtain burning for the mods here.

An additional idea, for all that it goes against the "no multiple accounts" rule is to have a member that has been a player create a PM account when they want to run a game. Could even go so far as to create a forum section that is hidden to player accounts and viewable to PM accounts so that PMs could have meta discussions about the games with other experienced PM mentors in an area that doesnt burn the curtain. If you log into your PM account and read a thread on that forum titled "Renata Isle, need help maintaining" your stepping through the curtain willingly.

I understand that its quite a change to how UF appears to function now, but it doesnt seem like it would change play style at all.

Thoughts and flames are welcome,

Ethernull


Okay, I think your intent here is wonderful, but as far as not burning curtains...

No, not for the mods (woohoo!) but what about the admins? Someone has to administrate the Super-Duper Top Sekrit PM forums that only PMs can see.

For that matter, which part of "the admins already have more than enough to do" doesn't apply to this?

I mean, if sending private messages/emails places an undue burden upon them, how much more is massively restructuring the back end of UF going to ensure that whatever non-internet lives they still have will promptly vanish? Razz Plus I'm fairly sure they'd have to hand-add each person they wanted to be able to see the secret forums.

Not to mention that UF already seems to be having enough software/server problems as it is without complicating things further.

What you're suggesting essentially would create two separate forums. Now besides the issue I have with it as far as the amount of work it would entail, I have a number of philosophical problems with it.

First and foremost, UF ceases to be an open, player-oriented forum. It would create-- call them whatever you like: clubs, factions...the secret PM club.

A lot of players are both players and PMs. So again, you have the issue of the curtain. A player who is also a PM may not WANT to know who's behind other currently running games. But if they want to read other stuff on the Super Duper PM Forum, they'll probably run into that info whether they want it or not.

Plus, if we're creating two separate groups of people -- players and PMs -- with their own forums, why not just have two entirely separate forums? As in, want a general PM forum? I think that's a great idea! I wholeheartedly endorse it. But not here.

ETA: Waitaminute, waitaminute...isn't that what Deaddrop is?
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PostPosted: Thu Mar 16, 2006 4:11 pm
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

GuyP wrote:
Quote:
I feel pretty bad for you, Rose, because it's a nice idea, and maybe you feel like it's been sabotaged by the Grumpy Brigade.


heh - not at all. I was just trying to generate some positive discussion and ideas. I knew that hardly anyone would agree with the email suggestion, and I anticipated the objection about giving overworked people more work, but I thought it was a place to start.

I want to see if we, as a group, can actually do constructive problem solving about a question involving our own self-interest. My theory is that if people think that imploding games harm the community and find them such a problem, maybe we should try to do something more than we are doing now. I thought we might be able to come up with some good ideas, and, as always, I remain hopeful.

I know that the general tendancy is to criticize suggestions explaining why they won't work. The tendancy toward the negative is strong here. Trust me I expected to get hammered by the usual crowd (who, I hasten to add, are people I like and respect and most of whom are my friends) on this idea, but you never know what ideas are out there unless you ask. Smile
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PostPosted: Thu Mar 16, 2006 4:24 pm
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
Posts: 2716
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Ethernull wrote:
Just throwing out an idea here. What if:

A second membership account type was made for "PM"s. It garners no special treatment or other benefits but it is a prompt at account creation.

On the sign up form "Are you a (select one) Player [ ] or a PuppetMaster [x]"

The confirmation email that we all got automatically when we joined would have the extra bit for PM's, stating UFs rules and code of conduct as it pertains to them, and linking to either the PM guide forums, DeadDrop or some other resource for planning and collaboration.


When I joined back in ... 2002? was it really that long ago?

I was strictly a player and new to ARGs. If it had not been for the initial training nature to Orbital Colony I might still be just a player, or just a player who occasionally helped out PMs in a minor capacity.
I don't think a secret PM section is nee3ded here at UF, althoug I am sure if you asked the admins, or asked someone like Varin or the Admin over at Immersion Unlimited, or BrianEnigma, or Bill at Deaddrop, private PM space to work on your project can be found.

Heck, if you want to send them over to Varin's, we have a lot of stuff from Orbital Colony PM forums that are now open for public inspection and review. We even have a forum for questions and such from interested people to the PMs. Why crowd poor Space's server when we have other options available?

Note that Deaddrop does have a forum to discuss PM related issues and there is a link at the top of this and other pages as part of the ARGN affiliates.

It is my belief, as right or wrong as it may be, that the new PMs who are considerate enough of the players, admins of various sites, and their own game, have already seen these resources, and have asked a lot of questions. The ones who are in a hurry to do something for the shear adrenaline rush feeling, won't bother, even if we try to hold their hand and lead them through it. Plus they ones that really need to be babysat are usually the ones that will most resist it.


However, I will say again that the suggestion of Rogi's, to have a couple of additional agreement check boxes might slow someone new up just enough for them to give thier registration another thought and for them to maybe ask a question of two. Ethernull, I can see what you are getting at with asking Player/PM on the registration, but I think in most cases, new people may not know or expect to become a PM themselves. Or understand the terminology enough to differenciate.
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PostPosted: Thu Mar 16, 2006 4:49 pm
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
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I'd like to add to that idea by suggesting we add "What does this mean?" links to the agreement for each checkbox. linking them to existing content-specific er.... content.
This, at a minimum, gives a new registrant a better idea of what this whole immersive gaming thing is all about and ideally, negates the "I didn't know what I was agreeing to" argument.
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PostPosted: Thu Mar 16, 2006 5:36 pm
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PatRol
Decorated


Joined: 03 Jan 2005
Posts: 194
Location: Germany - OWL

If I may throw my humble opinion into this discussion, I would like to point out that players and PMs are humans, humans like you and me. The problem with us humans is that most of us are really curious (especially with new things) and we always want to have new things without spending much time on thinking about it's needs, organisational aspects or what else belongs to it.

Let's take the EULAs for example. How often do you read those EULAs word by word, sentence by sentence? Have you ever accepted the EULA without reading the whole, part or parts of it?
Nobody really likes to read those book-filling agreements that sometimes take ages to read. And that is why some of those PMs "have forgotten" about UF's terms of service. Even the really great and very informative PM subforum (the guide in development) is too much for them to read through. Maybe they only skimmed the rules. They have their ideas (or sometimes just a partly idea) and they want to get live into them.

That's why I think, those checkboxes or new rules aren't of any real help. Only a few people will read those linked guidelines, the "main stream " will just check the box to get in without even noticing, what great tips and information can be found behind those links.

Patrol
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PostPosted: Thu Mar 16, 2006 6:40 pm
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Mikeyj
Unfictologist


Joined: 18 Oct 2004
Posts: 1847
Location: London

Why are imploding games bad?

Surely they're a necessary part of the learning process of PMing. You can't really dummy run an ARG and the skills of what to do when something goes in an unexpected direction can only be learnt by having that something go in an unexpected direction. It's nicely Darwinian...lot's of crap games = more great games.

Getting back to what I see as the spirit of Rose's first post, it is unfortunate that a game goes tit's up, but from that point on is where the important but (perhaps) less fun stuff happens. Players should be mature enough to appreciate the good stuff (an intriguing puzzle, a well-formed character) and be able to offer constructive criticism. Something a PM learns from post implosion player interactions (or PIPI as I have decided to think of it) could lead them to create a gusset-dampeningly fantastic game that occupies the rest of your existence as your legs become vestigial, breathing optional, and you finally merge into a parasitic relationship with your laptop. Crapping on them from on high might lead them to take that job with the accountancy firm that's steady money, but slowly exsanguinates the creative juices.

It was your choice to play in the first place and the investment is only time and emotion. (Although if Mind Candy go bust and can't print another card I'll be roaming the streets of Battersea with a hammer).

The question seems more to be one of house-keeping...do the PMs come to us here or do we go to them?
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PostPosted: Thu Mar 16, 2006 8:31 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

I never really held the opinion before now that imploding games were 'bad,' as I often have trouble with absolutes, preferring instead to deal with individual situations, but ...

Look around you. There are a heck of a lot of squeaky wheels around here, with little grease in sight. A good game might eventually pass Unfiction by, because the squeaking's grown so loud and relentless that it might be difficult for a new player (or heck, even a seasoned veteran) to make heads or tails of something that could just be Pure Quality.

I worry about micro-management. I worry about having to e-mail puppetmasters and create more fussy work for a community of a genre that, to me, has always contained the essences of Adventure and Wonder. I am with the people who call for consistent and diplomatic locks on implosions and the like -- in fact, with very little exception, there's been tangible evidence of that happening all along. It's not only the friendliness and the helpfulness of many people here that make this community what it is, but also the people who do the sometimes very difficult task of laying down the law and doing it with a sense of grace, efficiency, and all-around love for the games themselves. (and sometimes huge wiffle bats of snark)

I worry that if there's an increase in the amount of implementation and notification towards puppetmasters, that we're going to see one of a few things happen:

- games will become less fluid and more apt to stagnancy in concept and execution, because of a perceived ritual surrounding each ARG. There's already a few firmly in place, like: players here tend to expect and demand a PM chat at the conclusion of a game's run. Several players recently had a new experience of NOT getting a PM chat from the VaporLofts team. If there's e-mails being sent out, and various 'checks and balances' put in place, the games will have to, by necessity, conform to them in order to be received here with any success. That ... bothers me. It seems to me to be the opposite of dynamic and creative.

- Puppetmasters will simply ply their wares elsewhere. It happens on occasion already, where a game's audience will move to another forum for discussion and play. But seeing as how Unfiction truly is a strong hub for information and buzz about new games in a burgeoning genre, the split may have a net negative effect. I wouldn't be opposed at ALL to seeing more ARG-centric communities form, myself, but it'd be a shame for it to happen because of a perceived boundary set here.

- A growing sense of entitlement towards each game, by one specific forum. I dunno. I feel badly even typing that out, because it implies an insular nastiness to some suggestions that I think really do have their heart in the right place, but while I will be among the first to cheer on Unfiction for being such an amazing resource and community and purveyor of tasty treats in IRC (!chocolate !nachos !bar), ARGs themselves really do have the ability to go above and beyond this particular data set of great minds and raconteurs. These e-mails and notifications seem ... a bit presumptuous. Does that make sense?

Hmm.
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PostPosted: Thu Mar 16, 2006 10:14 pm
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johnny5
Entrenched

Joined: 17 Aug 2004
Posts: 995
Location: Elysian Fields

If I may.

I'm going to start with a premise that may be accurate historically and currently, yet may not necessarily remain so in the future. You've seen this mentioned before, a few pages back even.

UF is for the players.

There will be games which will implode, collapse, fester and die, or what have you. There will probably always be bad PMs attempting to launch bad games.
So what?
I say let them launch. If they break the existing rules, respond accordingly. Otherwise, leave them be.
What does that mean to the player?
Many veteran players will recognize the warning signs of a poorly PMed game and stay away leaving the optimistic, the adventurous, and the newbie to play. The first two should know the pitfalls, and be prepared to accept them, but not the new folks.

I propose the opposite of what's been discussed so far. Instead of attempting to prevent a bad game from launching, we should think about how to prevent the damage incurred when a bad game fails. Attempt to identify the effects of a bad game and protect against them.

We have enough expertise amongst the "veterans" to be able to help someone decide if they are up to the unique challenge of playing a risky game. Culling the majority of players from a game has the added bonus of limiting the load on the game and minimizing risk of failure.


(For the sarcastically challenged, this is the tongue in cheek section of my post)

How about an unFiction Review Board (UFRB) rating.

uFRB rating: IP-10 (implosion potential 10)
Warning: Contents of game are highly volatile and may implode at any time. Play at your own risk. Not recommended for new players or the patience deficient!
.
.
.
uFRB rating: SAPPY (Safe for All Players, Potentially Yumyum) Wink
This game is being run by an established organization with big $$$ funding.
Implosion potential near 0 (though lovable characters may die).


And now for the obligatory catch phrase: Don't regulate, educate.

-5-
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PostPosted: Fri Mar 17, 2006 12:14 am
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

Ok, thanks for all the input. It is quite clear that the forum as a whole doesn't support the official email idea.

But, I am willing to take FlMutant at his word that he would have found something along those lines helpful to him. Much of the other concerns seem to be conjecture based on what someone assumes might happen, which for some reason seems to be pretty uniformly negative. I don't subscribe to this view.

I think an informal email to the PM of a game from a community member, not claiming to speak for the tribe, welcoming them and pointing out a few things could be helpful.

As a test of this idea, I intend to ask around and perhaps in the IGDA ARG SIG and see what the PMs think. I would love to hear from some of the PMs of grassroots games. ( I realize that the PMs of Mu and Orbital Colony have posted, but I think that was in their role as players, which is who the community is for, as opposed to PMs, which is who the community is not for) Paticularly, I am curious about those grassroots games that, successfully or unsucessfully, have been played on this board. Although perhaps these wise PMs, realizing that this is a community for players of their games and not for them, won't want to risk posting. A personal message to me on the board here would be appreciated.

Edit to add (this is the first time I have ever threadjacked my own thread, at least intentionally, sorry for that but I didn't feel like starting another META thread of doom.)

As I have been pretty liberal in claiming that people are strongly biased toward the negative view, to be fair, I will share my own negativity.
Krystyn wrote:
Quote:
It happens on occasion already, where a game's audience will move to another forum for discussion and play. But seeing as how Unfiction truly is a strong hub for information and buzz about new games in a burgeoning genre, the split may have a net negative effect


I see the movement of an audience from unfiction or, even the large audience who plays games like Art of the Heist and Last Call Poker without even approaching unfiction, as evidence that unfiction is not thriving --(with the singular exeption of the PerplexCity forum.)

I see the forum here at best maintaining, but probably in actuality diminishing.

You need only look at Heist, LCP, and Orbital Colony (a great grassroots game made by people from this board that still didn't garner enough experienced, "local" players) and the current game, Who is BenjaminStove --to see the unmistakable trend. People are choosing to not play games here.

Why is this happening? Many people over the past year have told me personally or have posted on the boards that they don't feel welcomed here. They prefer to play elsewhere. The addition of in-game boards give players an alternative forum. Also, many players here don't want to play certain games; but not only do they not play those games, they post mocking comments about them and the players.

Perhaps with the upcoming games of Catching the Wish; Edoc Laundry and Regenesis II we will see a change in this trend.

I know many people may not care. Maybe unfiction's role is really as Krystyn describes, the early adopters who find games but, ultimately, are not the major participants. Maybe that role will suit this community as it will allow us to only deal with games we like and with players and PMs we find acceptable.

See I can be a pessimist too. Wink
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PostPosted: Fri Mar 17, 2006 4:47 am
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Katsurame
Veteran


Joined: 02 Nov 2004
Posts: 113
Location: Perpetual Motion

I think that implosions will always happen, and that's that. My only problem with such a thing is if you spend a few weeks focusing on a game, and then all of a sudden the PM team comes out and says "woops, we messed up". That's a week of yours or my time.

I'm also uncomfortable with the fact that UF (combined with ARGN) controls the given publicity of a game. All of (or most of) the information flows directly through both UF and ARGN, and they can filter accordingly. Sure, there's Immersion Unlimited, but frankly, there's barely anyone there that isn't here, and it's dead compared to UF.

Krystyn was right in thinking that the dynamic and creative atmosphere that players and PMs hope for is cut short by the information control. Now, I'm not attacking UF, and I think that UF is doing a fine job, but that's just how I see it right now.
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PostPosted: Fri Mar 17, 2006 7:27 am
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

FWIW, I was speaking as a PM, too.

Ozy likes to kid with me about being a "Method" Puppetmaster, in that I tend to be pretty devoted to mission statements and concepts that give some luster and shine to TINAG, but the fact is, I am not sure how I'd react to an informational e-mail sent on behalf of this community. Sure, I've been around, but if I've kept my curtain tight, the Unforums won't necessarily know who they're sending the e-mail to. There's a presumption in that e-mail, y'know? That I need to be told what's up, that I have the support of the Unforums, etc.

I've worked on two successful grassroots games. I feel fairly confident that if I were to create a project that was not quite the usual format, did not employ some sort of typical "shwag gets sent to site owner"/Google ad rabbithole, did not really fit any sort of general ARG mold as the denizens here are used to, such an e-mail would be ... moot?

I keep thinking about Scrappy's post, about wanting to be a player, first. As a puppetmaster, I want nothing more than for players to feel that they can do that. That they don't have to constantly step outside the experience in order to maintain some set of standards, when our current TOS (which I agree should be more specific about intent and consequences) really does cover the lion's share of ARG etiquette.
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PostPosted: Fri Mar 17, 2006 8:52 am
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rowan
Unfictologist

Joined: 12 Apr 2004
Posts: 1966

rose wrote:
You need only look at Heist, LCP, and Orbital Colony (a great grassroots game made by people from this board that still didn't garner enough experienced, "local" players) and the current game, Who is BenjaminStove --to see the unmistakable trend. People are choosing to not play games here.
But are they playing them in large organized groups elsewhere? I may be totally wrong here, but as far as I know, there were no other large accessible groups posting about Heist, LCP or Orbital Colony. I know I was constantly searching Google during Heist and never saw much, and I think all the press on LCP pointed back to UF. Yeah, Heist had SA3, but we hardly ever talked on there. LCP had its own ingame board which were never used. And I've always wanted to know this, but I'm not sure if it was ever asked or answered - was Orbital Colony promoted outside of Unfiction? And either way - was it played by another group that we should have been able to find?

As for WIBS - there is a very logical reason as to why it's not being played out on UF. We didn't find it first. I wasn't the first to sign up at the in-game boards from UF, but I was pretty close to it, and I'm still only #81 or so. The whole discussion of "Where do we play" came up pretty quickly. I for one wasn't going to tell the 80 so people who signed up before me "You must play at UF or else", but I floated the idea out there that UF could be used. The collective spoke, and they wanted WIBS (mostly, I believe, because they could talk to Tucker and Debunkette as they saw fit. I can't imagine it was because they enjoy all the "OMG HOAX" posts).

I don't necessarily think it's an unmistakble trend - I just think it's due to people's different tastes in games. I loved Heist because of the very nature of the vast amount of information and its daily, but minor, updates. Others prefer more structured updates like LCP had. I really only lurked in that game - the update schedule really wasn't condusive to me helping out on update days, and I can only spec so much. As for OC, I know I really didn't care for the game, and I could see why others might not think it was all that either. As for WIBS, I know of several people who only read Tucker's blog postings since the WIBS boards are confusing to follow (One thing I wish we had implemented on the WIBS boards from UF was the concept of Tags. Makes finding puzzles to solve or tasks to be completed so much easier).

I'll leave you with one thing to think about though: ILB2. Some statistics:

WIBS:
Created - Jan 9th
Members - 819
Posts - 6422

ILB2:
Created - March 6th
Members - 742
Posts - 6900

Almost as many members in less than a month. More posts than at WIBS. The thread in News & Rumors even has more posts than the entire WIBS section at UF. If that doesn't show that people are fickle about what they play, nothing will. (I'll also give you it might show how fickle UF is about how they deal with games as well, or about how people are leaving UF to play in greener pastures. But that's not proving my point so I'm not gonna discuss it right now. You can tho.)

This is from Ehsan, and I know it killed him inside to say it:
Ehsan in #uf wrote:
:27] <Ehsan> well I have to reconsider now..
[17:27] <Ehsan> I mean I hate it, but there are 500 people who enjoy it
[17:27] <Ehsan> and if someone created "something" which 500 people enjoy... and 500 active means at least twice as many lurking...


He said that on March 9th. So over 200 people joined in the last week or so. He also said at that time that ILB2 had over 8000 posts, so I'm wondering if posts had been deleted over there, or moved to hidden sections since it's down to 6900 now (IIRC, his numbers seemed accurate when I check at the time). But still - this game (which most "experienced" players won't touch with a 10 foot pole) has more "active" players than a well thought out corporate game. Why? That is a question that I do not have an answer to (but I'd be willing to be it has something to do with "fan bois").
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PostPosted: Fri Mar 17, 2006 9:09 am
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
Posts: 2716
Location: State of Denial

rose wrote:

You need only look at Heist, LCP, and Orbital Colony (a great grassroots game made by people from this board that still didn't garner enough experienced, "local" players) and the current game, Who is BenjaminStove --to see the unmistakable trend. People are choosing to not play games here.


As far as Orbital Colony goes, We did have the "hidden message" on the ebay auction. We figured the people we were aiming the game at would see it - UF or not. As it was initially a Training game, we were not looking to have a gajillion players. In fact if all 400 people who did register had actively played it would have been darned difficult to keep up with the corespondence. As it was, with those that were active, it was just about at the limit of what we could handle.


rowan wrote:
But are they playing them in large organized groups elsewhere? I may be totally wrong here, but as far as I know, there were no other large accessible groups posting about Heist, LCP or Orbital Colony. I know I was constantly searching Google during Heist and never saw much, and I think all the press on LCP pointed back to UF. Yeah, Heist had SA3, but we hardly ever talked on there. LCP had its own ingame board which were never used.


LCP's forum, from what I could figure out (as you could not post new threads or comments) was mainly to direct players interested in more discussion to UF.

IU did have an OC forum. If other boards had picked up the game and were following it in any large capacity, no one ever said anything to us about it. We did use the UF board to tell us when the players were getting overly frustrated.

To implode or not implode, that was our responsibility and not the responsibility of UF or any other group to keep us from going under.

What I am saying is success or failure depends completely on the PMs shoulders and should not be the responsibility of the player community to babysit us. Too much added work for everyone.
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PostPosted: Fri Mar 17, 2006 9:43 am
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Phaedra
Lurker v2.0


Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

rose wrote:
You need only look at Heist, LCP, and Orbital Colony (a great grassroots game made by people from this board that still didn't garner enough experienced, "local" players) and the current game, Who is BenjaminStove --to see the unmistakable trend. People are choosing to not play games here.


Really?

I think "unmistakable trend" is a vastly overstated characterization.

Games which have their own in-game forums are going to attract more players to those in-game forums. In a collaborative genre like ARGs, people are going to clump. People are going to gravitate toward wherever the biggest group of players are. But they also have to find it.

Newbies to ILB found their way easily to Unfiction because Unfiction was fairly prominently linked on the in-game site. Ergo Unfiction became the PM-approved "official" place to play it. Had the game had its own forums, most people would probably have played there.

WIBS has its own in-game, "official" forums. Not to mention that the forums in that game are also the primary interaction space for the characters. So it's not particularly surprising that most players choose to stay there.

Heist also had its own, "official" in-game forums. Those forums were also a platform for character interaction. Again, the fact that people chose to stay there is hardly surprising.

None of this is a reflection on UF: it has to do with the way the games are structured. The design of the games makes UF somewhat superfluous. They're "self-contained" games. ILB wasn't. Many of the games preceding ILB weren't. I'm sure there will be many games to come that aren't.

The genre is evolving and different styles of game are going to require different styles of gameplay, and different player resources. That hardly suggests that UF must evolve radically immediately or DIE!!!. It just means that in the future, UF may not enjoy the sort of exclusive prominence it has in the past. Which is fine. There's nothing that says that we have to remain The Only Place To Play. If some games are more self-contained, fine.

Magesteff wrote:
LCP's forum, from what I could figure out (as you could not post new threads or comments) was mainly to direct players interested in more discussion to UF.


LCP had forums on the site, but they were disabled. All they did was provide a basic FAQ and direct people to UF. The main online gameplay still took place within the UF community -- the difference was that instead of being centered on the forums, much of it took place in IRC. Again, I don't think this was a reflection on UF so much as it was due to the structure of the game. LCP was much more "real-time" than ILB had been -- the interaction took place primarily in a chat medium (rather than over the phone like in ILB, where people then had to come back to UF and report what had happened) and since in-game credit was given to the first person to solve a puzzle (find a "card"), it made the puzzle-solving a bit more competitive. Everything was faster-paced, so it's not surprising that IRC became the preferred medium over a "slower" system like the forums.
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PostPosted: Fri Mar 17, 2006 11:16 am
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Varin
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I was going to reply to this, but I'd just be quoting what krystyn and j5 said above.

minor threadjack

rowan72 wrote:
And I've always wanted to know this, but I'm not sure if it was ever asked or answered - was Orbital Colony promoted outside of Unfiction? And either way - was it played by another group that we should have been able to find?


We did have the code in the ebay ad and also sent some flyers out to a few "important" people who aren't UF members. There was also some promotion with the CARTS posters in my local area, but that was more to try not to be the only ARG player in Indiana besides Ozy (not that Ozy isn't enough Razz ). We also had a some great free promotion from the article in PC Gamer.

Like Magesteff said, since it was "training" we really didn't focus on expanding the genre by bringing more players in. Just one site had 500+ registered, which was a good amount to handle. One of these days I'll actually get around to weeding through the stats to get a number of lurkers too. As far as I know, there wasn't another forum group playing, but there were individuals that played that I never saw post on UF.
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PostPosted: Fri Mar 17, 2006 11:31 am
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