Let's talk about what makes a Mush succesful or a failure in regards to the questions presented herein.
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While I try to figure out which base I'm gonna use and see if there's any codes out there that will fit my needs. Let's talk about what I can keep in mind while I develop and run my Wasteland/Fallout inspired mush. Further comment: These questions should not be viewed as any sort of skewed opinion by me. I'm asking these with a open mind, to make sure to take into account as many viewpoints as possible when developing my policies.
What have you seen mods do that you'd like to see other games incorporate?
What have you seen mods do that's an immediate "Nope..."?
What do you like to see available for you as a player as far as in game tools?
What do you like to see on a wiki?
What rules do you like to see on a game?
Do you feel a three strikes, once and done, or a situational stance is better when mods handle rule breakers?
Anything else you feel I should consider?
Additional question Staff alts, play npc people in power till players take over, no alt's in power or based on roleplay?
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Apparently, if you have vampires and fucking-a-bunch on your MU*, you sure as hell got a blockbuster, hoss.
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Well, do mutated humans count as vampires?
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Only if they look like this in their wiki:
or
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A game is a success in my eyes if I had fun.
I can't think of a single other metric that matters.
edit: Sigh, fine, I'll expand.
I expect a game said to be thematic to be thematic, and the players and staff to be in on the theme and setting.
I sign onto a game to play the game advertised, either explicitly (through advertisements) or implicitly (through news files).
I want staff and players to be part of the same team. Most of the things I've seen staff do that sour me from even trying come from this. Most of the things I've seen players do that sour me from staffing come from this.
This is incredibly high-level stuff that I wanted to get on the thread before people drag it down with the minutae of "well this one game once did this one very minor thing that threw me off trying games for-EV-ER, even though it only happened to me once and I got over it", and the subsequent derailed conversation about it.
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I think it all really depends a lot on your definition of success.
I've heard people talk about how their game is a success because they've had so many people log on every night. There are people who think their game is successful if there is a log posted every night, if there is a plot run every month, if their mom told them they would love to play there.
Man, I said this in a post beforehand but I agree with @Thenomain . Sorry, dude, I promise I'm not trying to stalk you or something. My idea is that a game is a success if people are having fun. If people are scening together without much prompting and scenes and plots are organically starting to link into the game? That's a success as far as I'm concerned.
Basically, if I can log onto a game, like the concept, app a character and start building my way into plots and character development, then that's a good game.
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Didn't this thread already exist not to long ago?
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Does the Pope eat fish on Friday?
I guess what I'm about to say makes me the bastard of Charles Murray and Alan Bloom, much to my dismay. 'Fun' as a metric of success is about as useful as saying your lunch was 'successful' because you had 'fun' eating dessert. I have fun watching Nate Diaz videos on Youtube, but nobody really cares about my personal fun watching Youtube, and nobody should. A game is successful when it meets objective critera of success, like size, popularity, breaking new ground in the genre, and high technical and creative standards. If you are having fun on a game, that game is not necessarily successful. It's just... 'fun'. /rant
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@Ide I'm with @Nausicaa (who seems to be with @Thenomain) on this.
I'm not interested in someone else's 'objective' benchmarks, because everyone is going to have different criteria there, and that doesn't make them terribly objective.
I think these things are good to have as goals, but I don't consider them to be benchmarks for success, in the same way that I don't think they'd be benchmarks for success in a tabletop game. If someone is operating a game as a business, for profit (as some do), the above benchmarks may be more relevant or potentially necessary, but outside of those cases, I think 'the majority of participants are enjoying the majority of their time spent on the game' is a reasonable measure of success.
After all, "make a place where people can have enjoy doing <thing>" is a common staff goal, and "make a character I can have fun playing" or "enjoy roleplaying with other players" are common player goals. I'd say they're the most common, if I had to guess. (Rare is the person who makes or joins a game with a different intent, but they do exist; the profit example is one, and the 'Gold of My Own' is another, even if the latter there is still someone seeking their own personal fun through a roundabout method.)
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You people are super hard to get answers out of.
Maybe success wasn't a right word, maybe I should have said what keeps you coming back and then listed my questions, cause so far, no answers except to discuss the definition of success or failure. Which is my bad.
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@DnvnQuinn said in Let's talk about what makes a Mush succesful or a failure in your eyes.:
You people are super hard to get answers out of.
Maybe success wasn't a right word, maybe I should have said what keeps you coming back and then listed my questions, cause so far, no answers except to discuss the definition of success or failure. Which is my bad.
It's almost like you should have considered your target first. Lots of people need to define a concept before they can answer a question that hinges on it. This is like, the cornerstone of College Subject 101. "Hi, class, we're going to talk about [concept]. But first, let's take a look at what we mean when we say [concept]..."
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@Coin Well, I know. I admitted I made a mistake in the title, but I thought the questions I put down would get answered as well.
Sometimes I can be slow.
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@DnvnQuinn said in Let's talk about what makes a Mush succesful or a failure in your eyes.:
@Coin Well, I know. I admitted I made a mistake in the title, but I thought the questions I put down would get answered as well.
Sometimes I can be slow.
MSB 102: Some people, like @Coin, are assholes who will point something out even after you've already admitted to having fallen into that particular pit.
You're just lucky @HelloRaptor isn't around anymore, or he'd write four paragraphs about it.
And I'm not talking like, my Hemingway-esque two-sentence snappy shit. No, my friend. I'm talking long diatribes. Shit that would make you think he's, like, fucking Russian and you are the target demographic of his next great work of literature.
Relentless fucker.
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I can be an asshole too, it's just, as I get closer to 40, I just don't have the same energy for assholeness as I use to.
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@DnvnQuinn said in Let's talk about what makes a Mush succesful or a failure in your eyes.:
I can be an asshole too, it's just, as I get closer to 40, I just don't have the same energy for assholeness as I use to.
Me neither.
That's why I lurk on these forums, waiting to pounce on unsuspecting, decent people like yourself who just asked a complicated question.
It's easy to pick on you.
I ain't sorry, man.
It's a jungle out here.
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Think it would help if I deleted this topic and remade it with
"Please answer this server on Mush games"
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@DnvnQuinn said in Let's talk about what makes a Mush succesful or a failure in your eyes.:
Think it would help if I deleted this topic and remade it with
"Please answer this server on Mush games"
No, because how do you answer a server?
(I love you a little bit for making it easy to be an unrepentant asshole on a Tuesday morning. No, I don't think it'd help. But you can change the original post--with an EDITED disclaimer--so that people who read it in the future will have a clearer picture of what you want.)
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Goddamnit COIN! I've been up a whole fifteen minutes! Survey dammit! Survey!
~sobs~
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@DnvnQuinn said in Let's talk about what makes a Mush succesful or a failure in your eyes.:
Goddamnit COIN! I've been up a whole fifteen minutes! Survey dammit! Survey!
~sobs~
I've been up for three hours. And I biked to work. And got there before dawn. My sympathy is at an all-time low, my friend.
Also, as per the powers vested in me by the University of Rampant Malice and Odious Malevolence (URMOM), your tears only feed my power.
Sob, little battery, sob.
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There I updated the topic header your lordship.