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 Forum index » Meta » General META Discussion
[META] The perception of unfiction
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SpaceBass
The BADministrator


Joined: 20 Sep 2002
Posts: 2701
Location: pellucidar

This discussion has started to become interesting. However, I propose we revisit the earlier request to clarify exactly what is being discussed. We've started to get some specificity in complaints but toward whom are these complaints to be directed?

I see a few options, which I'll run down in order of priority.

1. Unfiction. The site, the forums, everything related is owned solely by me, SpaceBass. Any position that could conceivably be called "officially" that of Unfiction, would by definition have to be mine. When we say "Unfiction does x," are we talking about me? If not, then I'm not sure any of the following options matter. If so, I'm just about always open to conversation with anyone who contacts me.

2. Unfiction Admin Team. Me, ScarpeGrosse, vpisteve, Gupfee, jamesi, Giskard, and imbri. I rely heavily on their opinions but I think they'll agree in general that I reserve final say about site policy. Are we talking about the Admins? Still me.

3. Unfiction Moderators. Made up of a group of singularly outstanding players who contribute more to internal community development and harmony than you can imagine. Are we talking about them? They pretty much answer to the Admins. Again, me.

4. Unfiction Terms of Service. Okay, again these are my call in the end but hey, they can be up for negotiation. The thing is that there really isn't very much to them except, "don't be a creep," and "we're out of game." I've heard arguments against both concepts but nothing truly persuasive so far.

5. Unfiction User Community. This is pretty much what is left*, what I have thus far assumed to be the subject of this thread, and curiously enough the least deserving of criticism. The simple fact is that the community at large is comprised of a group of thousands of individual people, with individual goals, desires, tactics, ethics, values, and morals. In general, it is a surprisingly large group of very diverse members who manage not only to coexist in a civil fashion but can together be incredibly effective at performing seemingly insurmountable tasks. This ability, however, does not denote nor convey any sort of intelligence nor guiding principle to the group as a whole.

Yes, I believe in such a thing as group identity but ultimately every choice we make is our own. I am intimately aware of the fact that we are the chaos in chaotic fiction.

So what are we talking about here? One or more of the above, or perhaps something I missed? These questions are not directed at any particular individual or poster in this thread.

Categories 1 through 4 are something that may conceivably be addressed if we can get to the root of these problems. Category 5 is not only undeserved but futile. Even were it possible to convince a large group of a diverse population to agree unanimously on a concept, mobilizing action on that agreement is unlikely, again for the above reason that the group is comprised wholly of individuals. How do you not only convince but motivate every single one of those people, who have completely different backgrounds, desires, and goals to do anything, let alone mobilize behind some philosophical concept?

This is not to deride the value of this discussion insofar as the concepts are interesting. However, I think it is both unlikely and unfair to harbor any expectation that the group, the community, change or conform in response to it. The community is an aggregate; it does not think, it does not live any more than does the community that resides in your local neighborhood or in your home town. How can it be expected to respond in corpus to any kind of demand, whether it appeal to emotion or to logic, no matter how justified? What, exactly, can you expect from it?

*Option 6, unlisted above, would have been Specific Unfiction Users. Other mechanisms are in place to deal with individual complaints from forum users and this did not seem germane to the topic.
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PostPosted: Thu Jun 21, 2007 1:23 am
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

HaxanMike wrote:
Rogi Ocnorb wrote:
I'm as guilty as anyone of periodically showing a lack of compassion for both PMs and players that just don't "get it". I shall strive to be more welcoming in the future. But I will continue to call them like I see them, regardless of whether the the other party is a hubric artiste or lazy, goodfernuthin whiner.


I think your characterizations of "the other party" are telling. What about if the other party is a passionate designer/storyteller who strives to develop interesting projects that people enjoy?

What if the other party is an intelligent academic experimenting with the form to push it in a new direction or to change the paradigm?

And what exactly do you mean by "get it?" Does that mean if a game doesn't follow your (possibly) narrow definition of what an ARG is then the "other party" doesn't "get it?"

Why do other players have to "get it" according to your definition? Does that make them worthy of your ire, or does it signify they are branching out and exploring new ways to play, avenues that you perhaps, haven't considered?

I'm not trying to be mean and single you out, Rogi Ocnorb, but I think if I had posted what you said as a PM speaking about players I suspect you would (correctly) call me out on it.


No offense taken. Discussion is always welcome.
But I think you may have missed the subtle sarcasm I intended in my post (Should have "wink"ed the last part, I guess). And there is a big "if" component to it. So it may not be all that "telling". I'm just as willing to lavish praise on someone, who in my opinion, warrants it and often do.

If "the other party" is a player whose actions are causing TOO many problems in a game, I'm not afraid to try and explain to them how their actions are impacting play for others. Usually, it's someone new who, in their zeal to participate, didn't consider everything involved. I have no problem with people "working both sides", etc. Only with those who want to purposefully screw up the game out of cruelty, immaturity, etc. Fortunately, most of the people at uF are thoughtful, considerate folks who play well with others. Their experience, when offered in a helpful manner, is sometimes seen as criticism by those who haven't been down that particular rabbithole. And yes, sometimes I'm the one who didn't "get it".

But your reply seemed to be more directed at my opinions about PMs

IF the other party is a passionate designer/storyteller who strives to develop interesting projects that people enjoy, that's obviously a good thing. I only take issue with that when the PM takes the puppetmaster job title a little too seriously, is unwilling to step back and see what's working and what's not, make adjustments and fails to keep their audience interested.

I'm also highly annoyed by those who expend more effort trying to get the world to believe their game is more successful than it is. Like misrepresenting page hits and not counting unique IP addresses. eon8 would be considered a very successful ARG if it were judged on the criteria we're asked to accept when some games end. Just create an extra immersive world with lots and lots of sites to check, everyday. Or
set up a php trail that has to be walked every time somebody goes to a site.

IF the other party is an intelligent academic experimenting with the form to push it in a new direction or to change the paradigm, much of the same points I make, above still apply. If their intelligence is used in a manner which encourages players to explore new horizons, that's awesome. If they're using their game as a way to educate the unenlightened in this weeks pet cause and the players aren't interested in it, be smart enough to realize that these folks are smarter than you may be giving them credit for and their disinterest is not a lack of brainpower.

I could take these thoughts further, but then I'd be getting into territory that this thread was meant to stave. I realize that alienating PMs so much they don't ever want to do it again is (usually) bad for everyone.

I obviously have individual tastes in subject matter for games. I went through my fantasy phase a long time ago and think, for this genre, it's just a little too easy. I much prefer efforts that (mostly) require the game adhere to reasonable constraints applicable to it's setting and don't rely on some form of mystical intervention to keep moving.
But I can and do (yes, I'll say it) put up with these types of games till it's time to let my feet do my talking. I'll be the first to admit that I have learned much in the process, though usually, reluctantly. Like waiting for the last required class of the day to end.
And in those cases, players that do enjoy that subject matter and have a PM who is doing their job can both continue on happily without me and consider me the one who didn't "get it".

Exploring new territory is something both players and PMs should be doing, constantly. It's the reason most of us come here.
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PostPosted: Thu Jun 21, 2007 2:14 am
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HaxanMike
Veteran


Joined: 03 Jan 2005
Posts: 76
Location: Brooklyn, NY

SpaceBass wrote:
We've started to get some specificity in complaints but toward whom are these complaints to be directed?


I'm not picking up on any complaints, and I hope I'm not coming across as complaining about anyone or anything -- I'm not.

What I am talking about is a bit more etheral -- it's the perception of the community, and it comes from everything you listed, and more, put together. And it has as much to do with how others think of the community as much as what the community actually does and how it acts, so it isn't even entirely within the community's ability to flip a switch and change it

I believe the discussion is still based on Rose's original post:

rose wrote:
What I can say is that, rightly or wrongly, this overall general perception of unfiction as unfairly negative is out there. My feeling is that this perception isn't to our benefit. So, we might want to think about what we want to do about it.

I decided the first step was to let the community know this perception exists. I don't think we should ignore it, I do have some more ideas I am thinking through, and I am very interested to know what other players think. I think the reasons behind this perception need further discussion as well.


So to restate the topic, it is the perception of unfiction amongst outsiders (perhaps specifically marketers and advertisers), and to discuss why that perception exists.
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PostPosted: Thu Jun 21, 2007 11:56 am
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Rekidk
Entrenched


Joined: 19 Dec 2006
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*Rekidk chews on a Brownie and watches the conversation tennis-match style.*
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PostPosted: Thu Jun 21, 2007 3:08 pm
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FLmutant
Decorated


Joined: 29 Oct 2004
Posts: 244
Location: Orlando, FL

Only a matter of time until I jumped in here.

HaxanMike wrote:
What I am talking about is a bit more etheral -- it's the perception of the community, and it comes from everything you listed, and more, put together. And it has as much to do with how others think of the community as much as what the community actually does and how it acts, so it isn't even entirely within the community's ability to flip a switch and change it.


I'd go a step further. When I say "Unfiction" I mean "the Chaotic Hoarde and World Eater" ... wait, no, I mean ... "the headless group". To try to generalize any trait or attribute or taste to all of Unfiction is silly. To suggest the nature of the collective comes from the administration is only partially true.

Let me try to be more clear, without getting to the point of specifics. One example of the "tendency of the group" towards "negativity" is the fetish of imploding games. I use fetish very purposefully: Unfiction "hates them" ... hates them so much that they can't WAIT for a good pile on. Why? Because people can use it to prove why "their position was right" all along. That's human nature. Unfiction spreads that kind of energy faster than other kinds of energy.

A specific example, from myself. There's a group of UFers who love the chat rooms. Sometimes that produces a group who plays together there, rather than people there who are playing with others. Kinda. It is a dynamic, not a static trait. So I have to sometime remind my team that we aren't designing for that group. Which sounds harsh, but isn't: it is an acknowledgement that there are SOME areas of Unfiction that you expect creators to read (but not participate in), while there are others we can participate in, while there are others that it is actually better for us to pretend don't even exist (or they will drive us insane with real time feedback on everything.)

Or, a third example of this kind of trait: the community can't define what an ARG is, but can sure define what isn't an ARG.

So a fisherman pulls a frog from the river and yells, "Wow, I found this amazing thing. Fish?" All the other fishermen on the bank gather around. "That's kind of like the thing I caught on ..." says one. "No, that looks more like the thing Jonny saw in ..." The frog ribbits and jumps back into the water. "Oh, that clueless fish. It isn't even a fish! It is a frog! I hate it when fish don't even understand what fish are."

None of those things are negative. Each of those things, in its season, contribute to the perception of negativity.

SpaceBass wrote:
5. Unfiction User Community. This is pretty much what is left*, what I have thus far assumed to be the subject of this thread, and curiously enough the least deserving of criticism.


Space, you know I love you and Unfiction to death. But this is another example: I'm trying very hard to describe, not criticize. Looking at the thread, it looks like everyone is. Except those describing those who would criticize Unfiction. And I don't think there are any of those in here. This is Meta! No one reads this section!


SpaceBass wrote:
Yes, I believe in such a thing as group identity but ultimately every choice we make is our own. I am intimately aware of the fact that we are the chaos in chaotic fiction.


Interestingly, I could make a convincing, friendly argument that you're (the collective you are) not the chaos at all. You're the establishment. You're The Man, with alot of energy and emotion invested. And very specific expectations of what even counts as an ARG. It is totally understandable why (and yes, many Unfiction members are far smarter than the people making and funding ARGs about alot of things.)

UF as a collective has a reactionary instead of revolutionary flavor that befits their elder status and the "commons" of the dialog taking place. TINABP.

Spacebass wrote:
Category 5 is not only undeserved but futile. Even were it possible to convince a large group of a diverse population to agree unanimously on a concept, mobilizing action on that agreement is unlikely, again for the above reason that the group is comprised wholly of individuals.


Hey, there are a lot of gradients between saint and sinner, but look who is trying to corral the chaos now. Wink One of the nice things about people is their ability to reflect in the meta even as they engage in tangible. UF has that trait in spades. It allows for a level of self-reflection that creates threads like this. Not believing you can't convince people to the point of unaniousness doesn't make self-group-improvement futile at all.

None of us in this thread would be here if we didn't love 1-5, in the overall balance.


Rogi wrote:
Exploring new territory is something both players and PMs should be doing, constantly. It's the reason most of us come here.


Speak up some then, if I might be so bold. I don't think it is an uncommon perception among PMs that Unfictionites (as a collective) want a certain kind of game, and that kind of game is one that scratches itches similar to whatever the first game they fell in love with scratched. That produces a natural trend toward favoring the familiar over the challenging, as a group, that doesn't get much meta shrift.

Please pass a brownie. One of them Chaos Brownies if they aren't all bogarted already.

PostPosted: Fri Jun 29, 2007 3:58 pm
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Lovek
Unfettered


Joined: 02 Mar 2005
Posts: 434

I'm not sure I have anything overwhelmingly insightful to add, but thought I could at least share my experience.

I lurked uF long before I joined. I tried to play several ARGs and quit each one. And my reason for doing so wasn't really negativity from O'Skoo players (like most of the people in this discussion), but because of the "process."

As has been mentioned by imbri and a few others, there is a pattern of gameplay set in place by many uFers. And while that pattern does make the game move along more smoothly... it's not especially fun for new folks.

I tried to play at least 3 ARGs and left because I never felt I got the chance to explore and poke around before someone said "Found the pattern; here's the solve; next puzzle please."

It always seemed like the work (and fun) had already been done for me, which led to three sub-feelings:


    * The feeling that I was always behind in what was going on.
    * The feeling of being lost due to not knowing the patterns.
    * The feeling that when someone did say "Here's the solve, next puzzle," it meant that anything I as a n00b had to say didn't really matter, and that my opinion wasn't being heard.


These three things can quickly and unintentionally be mistaken as negativity and elitism from the other players.

When I joined WIBS (the first game I stuck with), I poked around on the forums for awhile and played along. But when the uFers started trickling in after a couple of days, I nearly quit. I thought the fun would quickly be sucked out of the game... for me anyway. (I made my displeasure known on the WIBS forums. See Rowan mention it here.)

Fortunately, I stuck around, got to know people, and formed a better understanding of uF.

So the solution to what I see as the problems? Reminds me of a joke: What do you get when you cross an elephant and a rhinoceros?

Eliphino ('El-if-I-know)

Guess it comes down to two things.

PMs need to create games that can't be solved with those patterns. Hardcore players need to stick around those games for awhile before abandoning them.

In short, more creativity and open-mindedness all around.

And sense that seems to be what everyone is striving for anyway, it shouldn't be a problem for long.

I know it's gotten better in the time I've been here. Or maybe I'm just used to it. Or maybe there's just something special in those brownies...
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PostPosted: Fri Jun 29, 2007 4:57 pm
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

This all causes me to just toss something in again, as I'm just brimming with milk and brownies and fear I will asplode. One of the coolest things about ARGs is the Thrill Of Discovery. Poking around, and playing with things, and shaking them, sniffing them, touching them, seeing if they float, stick to walls, whatever.

Whenever a "vet" player points something out to someone new like "nah, don't bother entering those coordinates into google maps to see if it makes a picture because there's not an adequate modifier to make the puzzle effectively solvable without destegging the downloadable desktop image first and overlaying it to decode the binary which then probably won't be morse because this sort of thing is just very bad form and these PMs would know better because in the beast everything was rosy and the glasses i'm using don't account for the summer solstace which we've already checked and trouted everyone mercilessly on....." you....

STEAL SOMEONE'S FUN!

So, all you veteran players out there, and you know who you are, I'd like to just gently and lovingly say the following: Resist the urge to strut your ARGSkilz and shaddup already (especially if you're on another forum with a bunch of "new ARGers"), sit back and just enjoy watching the thrill and wonder from someone's first discovery of text hidden in the source.

In fact, I'm now writing this down as my 13th Rule of Life: BIG MOUTHS STEAL FUN.

There, I've said it. Smile

But......nobody reads the Meta forum. :/
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PostPosted: Fri Jun 29, 2007 5:13 pm
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aliendial
Unfictologist


Joined: 29 Sep 2002
Posts: 3438
Location: Far Far Away. Nowhere Near You. Really.

What he ^ said. I loved the front lines. But there's only so much room. And I've had the privilege. And yes with more experience you can find yourself judging too much and second guessing, and lecturing rather than sharing, which sucks the fun out. Better to shut up and enjoy vicariously and perhaps file the rough edges off the over-enthusiastic. IMHO

...joins rekidk in the stands, munching brownies. Brownie
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PostPosted: Fri Jun 29, 2007 5:32 pm
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krystyn
I Never Tire of My Own Voice


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

I Brownie you, Steve!
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PostPosted: Fri Jun 29, 2007 6:19 pm
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

I thought Lovek's points about creativity and open-mindedness were very good.
Guess I'll just join the Brownie bleachers crowd (After sending a sample to the lab) because it seems we've run out of new ideas to include in games that put everyone on a level playing field. Don't know how long the vicarious thrill will last, though.
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PostPosted: Fri Jun 29, 2007 7:16 pm
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Rekidk
Entrenched


Joined: 19 Dec 2006
Posts: 992
Location: Indiana, USA

Well, one thing that can be done to allow everyone to be a part is to provide different players with different pieces of the puzzle. The example that comes to mind in my experience is in DoomSkull when everyone was sent little pictures (and they were scattered on websites), but everyone needed to pool their pictures together to solve the puzzle.

In other words, the sense of involvement of everyone comes from a requirement by the PMs that the players work together.

Another good example of this (in my experience) was in MeiGeist when we pooled our resources to create a video to get Eva out of her trance. We collected pictures from IG sites and of ourselves, created audio clips, compiled video... It was easy for anyone--newbie or veteran--to contribute.

Edit: Er, yeah, looking back I think I misinterpreted what everyone was talking about. Ah well.
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PostPosted: Sat Jun 30, 2007 5:16 pm
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