@faraday said in Web portals and scenes and grids oh my!:
There are two "axes" of pacing...
- How fast you can expect poses to come in. For some people, anything more than 10min between poses is "too slow", whereas others might still consider 1-pose-an-hour to be "live".
- How long you can expect the scene to run. Many folks can handle a same-day slow-work-RP scene but would balk at a multi-day one because it mucks with their inner sense of continuity.
I really don't want to have TWO different settings for each scene - that's too complicated.
Thinking out loud here... I totally get the complexities of trying to solve this properly (where it's largely a culture problem, and code can't fix culture).
That said, I really like @L-B-Heuschkel's suggestion of a "live" and "asynchronous" distinction. What if that was automatically displayed based on the average pose speed, with the admins choosing the tipping point as a configuration setting? (Admins could also choose to shut this off and not use it on their game.)
I hear you that average speed is tricky too... but a well-paced scene that suddenly dips to slower for a bit is either really turning into an asynchronous scene, or it's a bogus lull (everyone went to get dinner) and will self-correct when people come back.
Then, I do see value in some way of sharing whether a scene is expected to stretch for more than a day or not. Could there be a checkbox that players tick when creating a scene, to say it's expected to last more than a day? And then, if the scene does last more than a day, that box gets automatically checked for you?
This doesn't replace the Notes field, that people should use to say words about what they have in mind for the scene. It creates a quick metric to see at a glance, how a scene is running.**
Even with your two axes, we'll really only end up with three types of scenes:
- "live" - shorter average pose speed, less than a day.
- "asynch, one-day" - longer average pose speed, probably people at work or busy with RL. Maybe the pace improves when they all get home, maybe not.
- "asynch, multi-day" - yeah, we're gonna take our time with this to play it all out.
You really aren't going to see a live scene go more than 10 or 12 hours. (The game I run now, non-Ares, no portal, has live scenes that occasionally go that long... we have an active Euro/daytime crowd, and and active US/evening crowd... maybe if we also had an APAC crowd we could keep a scene rolling around the clock, but 12 hours seems to be the upper limit right now.)
** Another idea just struck me... what if instead of this being configured for the whole game, each player was able to set "how many minutes do I consider fair, before a scene is asynch instead of live?" Bob can say 15. Sue can say 120. They're shown different flags on the scenes, accordingly.