@Lisse24 said in Coming Soon: Arx, After the Reckoning:
To be fair to Arx, this is a problem in any game that is either politically driven or deals with a central plot. Players will naturally circle up into self-made cliques and share plot details with other players that they like. I don't necessarily think that it's a bad thing for players to play with people they like. The only time it becomes a real problem is when it becomes difficult for other players to break into the cliques and find RP and/or interact with plot in a meaningful way, which is why any game inspiring to be what Arx is needs to think long and hard about how to pull people out of their cliques and about how plot gets distributed.
I don't think Arx has this solved, but I would be surprised if it did. I do think they're making positive moves. The task system is still being worked on, but it encourages people to move out of their spheres. I think it could be modified to do this more than it does at the moment, but I know redesign is already being thought about. Also implemented is the @randomscene command which incentivizes each player seeking out 3 random people to RP with in the space of a week.
I think Arx staff would add that anyone can put in an investigation. While this is technically true and something one often hears about during these discussions, a player needs to be involved enough that they know what meaningful type of investigation to run and they need to have a RP circle to share the results with before that is a true way to encourage diverse RP and plot involvement, in my opinion.@Lisse24 said in Coming Soon: Arx, After the Reckoning:
To be fair to Arx, this is a problem in any game that is either politically driven or deals with a central plot. Players will naturally circle up into self-made cliques and share plot details with other players that they like.
See, that depends on the political game's setup. The key - and I've seen it sometimes although it's almost always happened organically and not by design - is to make the political struggle such that factions need to branch out because every character they recruit for their cause is a resource they can't be without.
On sandbox games this isn't really a requirement. When you're on a generic MU* where your actions don't affect the environment and your group is doing its own thing in its little island which doesn't affect any other groups' islands who cares about that lone guy who just rolled? He can be very easily overlooked and often is.
So yes, this resource system definitely sounds like a step in the right direction but the game should be gearing itself for its politics to matter. If the result looks rigged or the situation is static then there's no need for constant mobility and recruitment - even the OOC variety, where you go to a good player you know and you ask them to come roll because they are needed. People respond very well to that kind of thing "hey, come play with us, we need you". It's the exact opposite effect of cliques' where, instead of being shut out, you are a wanted commodity.
Plot is also a great motivator - introduce little tensions between factions and see how they respond. It really doesn't take a lot, just nudges are enough to fuel roleplay - but the nudges are still needed. Arx needs to make the move to player-ran stories.