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    J
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    Posts made by Jaunt

    • RE: Optional Realities & Project Redshift

      @ThugHeaven said:

      @Jaunt I'm just saying the average RPI has about 20-25 players, some less. Many of which actually are idle or sitting at a tavern or pretty much unfindable in some way (you know what I mean there).

      I'm sure a few people will pay to play....but well, good luck with that.

      Well, for me, I just have faith that I'll be able to attract a larger group of players. Part of that is my experience with marketing, and part of that is that I've always been able to do it in the past, and part of it is my belief in my product being a significant step forward for the RPI genre.

      I also tend to build my worlds in such a way to encourage roleplay and interaction, and to reduce the separation of players. You've gotta learn from the past, and like many of the MU* genres, I believe that RPIs are often-times stuck to certain design tendencies that are counter-intuitive and hurt them in the long run.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Sunny said:

      @Jaunt

      It's not just relevancy (though the ATTEMPT at relevancy is a good start) that is a problem here. It's that as you've made perfectly clear, you're really not willing to discuss things. 'Well that's my opinion' is a shut-down, not a discussion. This is a discussion board. @Thenomain is trying to freaking help you and you're being a gigantic dick in response.

      It's ... very difficult to converse with you when you make a point of being so incredibly wrong all of the time. I did discuss with @Thenomain, both here and on my site. It took @Thenomain four or five posts to actually make a point that was more in depth than, "Seriously, what?"

      That's not being helpful. He was actually being pretty insulting without posting much substance, which I don't think is beneficial to discussion. We've been through that already. The one point he made that I felt he validated (the placement of one of my sentences being too low in the body of the text) I accepted, and I moved the sentence.

      @il-volpe said:

      I don't think we need revenue to advertise the hobby. We just need better newbie support, more different kinds of games, and to take advantage of free advertising among table-top and play-by-post RPGers.

      I think that those things are important, too. But I don't think that they're going to sustain the genre in the long-term, as we continue to get older. Table-top gaming is likely to move, more and more, onto online platforms like Roll20. The play-by-post community is shrinking even faster than we are.

      It's something that I can compare to real life work that I do. I perform/direct frequently for two different theatre companies. One of those companies does "edgy" plays and Rock & Roll musicals -- the average age of their patron is around 30-45. The other company does Opera -- the average age of their patron is probably 50-65. The age at which most patrons stop seeing theatre is between 65-70, for both companies.

      Guess what the Opera company's number one goal is? Market penetration to younger audiences, and re-branding what they do to be more appealing to younger audiences. They know that if they don't do this, then the Opera will die. It's basically the same for Opera companies around the world.

      It's the same for MU*s. We have to ask ourselves two important questions.

      1. How can I market to a younger audience? The most obvious answer is to penetrate the video game market, to get press from popular blogs and magazines, to cast a wide enough net that people actually know that we exist.

      2. How can I appeal to a younger audience? I believe we should be considering things like beautifying our game clients through MUSHclient plugins, or significantly improved web-clients. Create intuitive links between gameplay to helpfiles, engaging and immersive character generation and industry quality tutorials. Most of all, I think we need to find a catchier way to brand ourselves to them. Right now, for Redshift (for instance), I'm considering calling our game "an online tabletop RPG", and I've taken that branding to heart in my design of the game (by creating a tabletop like interface with the GUI and a tabletop-like combat system instead of a standard DIKU-like room-based system).

      The solutions are going to be different for every game, but I don't think that we can afford to soft-ball our marketing attempts and expect to see a big change.

      You hear the phrase "you have to spend money to make money" a lot in the world. It's relatively true. In our case, though, it's more like "you have to make money to spend money to attract a future generation of players". Unless you're independently wealthy --- I know that I'm not.

      @Tyche said:

      That's not at all accurate. This restriction appears to be limited to only DikuMuds and some LPmuds. It certainly never affected Aber, Mush, Muck, MOO, or the 50+ other mud servers released (many of them Dikumud clones).
      In fact, most of the older mud engines were created specifically for commercial use.

      That's actually a rather contested point, and not just in our community. The Artistic License can be rather tricky when it comes to using it to make money, particularly because of how the code in the old engines has come from all different kinds of sources.

      I was not able to find a single instance of a pay-to-play (via a one time cost, annual cost, microtransaction-based, merchandising, or any other type of model) MUSH anywhere on the net. Have there been professional attempts at MUSHes before? If so, can you link me to them, because I'd be very interested in learning more about them.

      @ThugHeaven said:

      I knew the pay to play thing was going to be a focal point. Posting from my phone, so I'll be brief. I think that model is a bad idea for many reasons. Even if we're just talking about rpi's, I don't think the quality of rp justifies paying for it. People are going to expect and want things for paying.....eventually you're going to give it.

      I could go on and on, but please don't monetize your new mud.

      There were some frightening things that I learned about Atonement (an old RPI of mine) when it ended and I did some calculations. Important to note is that idling is less of a thing on RPIs than on MUSHes, generally. Without some sort of trigger, RPIs will log players out if they idle for more than 15 minutes or so. There were players that, over three years, spent up to and over 50% (ON AVERAGE) of their waking day playing Atonement. The average play-time for its players far exceeded the average amount of time players spend playing games like WOW or Guild Wars 2. Can you think of many other types of game that people play for free for 4-8+ hours a day? Do you think it's unfair to ask players to spend $5 a month for their unlimited (which might reach 300 hours+) play on your game?

      I don't. And I think people are largely reasonable enough to agree. We live in the Era of Microtransactions, where people are willing to throw silly amounts of money to buy virtual goods for social-based games, without a second thought. $5 is less than the cost of a Happy Meal. $5 is less than the cost of a pack of smokes. $5 is less than the cost of a movie ticket. $5 is about the cost of a buying a single episode of a television show (that gives you 21-60 minutes of entertainment) off of I-Tunes.

      It's actually extremely reasonable when you think about it like that, IMO.

      I agree that the quality of RP alone isn't enough to justify a "professional game". I think that you need to spend time on the bells and whistles. You need an engine without legacy problems, that's stable and modern. You need a game that LOOKS good, even if that just means a simple GUI that's going to be attractive (and, preferably, immersive). You need a pay system that's fair for players, but doesn't entitle them to more than what it's designed to. You need administrative policies that protect players from the too frequent corruption of abusive staff.

      If your point was just to make enough money to help promote your game, a one-time fee after a first, free month of play might work. Or maybe you charge $5/month, or $2/month, or you have aesthetic only microtransactions, or whatever is going to work best for your game and community. You don't need to rob players blind like IRE and Simultronics do (though they've proven that players will still play anyways, I think most of us can agree that they're exploitative and overly corporate).

      If 200 players pay $2/month, that's $400/month that you have to spend on advertising. Not only that, the fact that your game is pay-to-play actually makes you much more likely to be able to get reviewers from big sites and magazines to come check out your game, and hopefully promote it.

      I think that that's important. It's not for every game. For instance, if you're using a shared IP (Middle-Earth, Game of Thrones, Star Wars, etc), obviously your options are limited. Thankfully, part of the benefit of using shared IP is that you have extra means to market your product to a younger audience already. It's another viable option.

      @WTFE said:

      If you need persuasion, go look at the clusterfuck that was Skotos' batch of pay-to-play RPIs.

      Skotos' games were not RPIs. They also were terrible, and that's why Skotos failed. Their administration was often corrupt, their games were sub-par, and their marketing tactics were lazy and ineffective. They only had initial success, at all, because of the fact that they were "professional". When they couldn't meet expectations, they lost that good will.

      Counter-point: Simultronics and IRE. While I don't like their pay-to-win approach, they've dominated for so long, largely in part due to their very attractive interfaces, reasonably high quality games (for their genres), more professional approach to administration and customer service, and far superior attempts at marketing to younger audiences and penetrating the video-game market.

      There are success stories and failures. I don't think going P2P is for everyone. It's definitely more work. I do think it's worth considering. I do think it's necessary for some of us to do it if we're going to keep our genre alive, overall, well into the future.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Chime said:

      As for a run-down of modern MUSH-family licensing, see the licensing markdown file in my mux fork for details. In rough summary, most of the code bases have borrowed very heavily from each other and have code lineage going back to the original tinymud and concept lineage dating back to PDP-10 era Muddle and the like. (36bit mainframes ftw!) Artistic License seems to be the standard there.

      Artistic License regrettably may prohibit certain types of commercial activity. Relicensing code that has copyrights and contributions from large numbers of users over many decades isn't feasible. BUT we can certainly talk about lessons learned and how we can use those ideas to make newer technologies better.

      In general though, the big advantage of a python-based mu system is... python. No one who has looked at mushcode, muf/mpi, moocode, etc can seriously disagree.

      As usual, very useful information (I've been wading through MUSH-family licensing dispersed all over the net trying to make sense of it for the past couple of days), and I agree with all that you've said above.

      I think Griatch is coming from a place of learning from the community's past in both his design and licensing of Evennia. And ... Python.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Thenomain said:

      For your edification: Burying the Lede

      I don't have a problem with changing the position of one sentence. Done.

      @Thenomain said:

      Playing the victim now. Classy.

      @Thenomain said:

      I have no idea what you're talking about.

      Playing dumb now. Classic.

      That's about all of the energy I can offer to arguing with you on MSB tonight, sir. 'Til next time.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Thenomain said:

      know your audience

      @Jaunt said

      I can't say that nobody here, a community full of MUSH developers, would be interested in that. Can you?

      @Thenomain said:

      Asking someone to prove the absence of something ... is a dick move

      Then don't infer the absence of something as the crux of your argument. You're resorting to straw-manning now.

      I explained what the article was about. I offered my opinion on several reasons why it might be interesting to this community. Only one of those points was about Evennia's potential for profitability -- you swiftly ignored the rest of my post in your marginalization of my attempts to provide better content to your site.

      I get it, man. You're going to be on top of us here, no matter what we do. You've shown that since page one of this thread.

      I'm going to do my best to provide interesting content to MSB users, once a month, regardless.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Thenomain said:

      @Jaunt

      Am I cherry-picking, or am I asking why a major benefit of Evennia is its license? Either you can defend it or you can't. I'm sorry that you decided to advertise what looks like a decent Mudlike in this way, covering its benefits with what may be a minor advantage, if that.

      If you want to admit that it's not important and retract your defense, that's cool. I'm genuinely and patiently waiting for an answer.

      I've given you your answer and defended my views, at length, on two different sites, and I've spoken about Evennia's other strengths as well.

      If you don't accept my point of view as legitimate, that's on you. It seems a little close-minded to me, but that's speculation, as you haven't offered any sort of counter-point with more specificity than...

      @Thenomain said:

      Seriously. What?

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Thenomain said:

      It's a know-your-audience thing, and reminds me of explaining chickens to a duck-fancier society.

      I think it's a valuable thing to consider. It's not like I come from a MU* Community that's any less historically hobbyist than this one. I think that our reliance on pure hobbyism has contributed to our population decline (further explained in my response to you on OR), but I don't think it has to keep being that way.

      Evennia's a rather good means to broach creating a professional MUSH. I can't say that nobody here, a community full of MUSH developers, would be interested in that. Can you?

      But that's just cherry-picking, really. Evennia has numerous other positives that make it worth considering even if you aren't attempting to generate any profit. My goal was to share content that I think would be interesting or valuable to MSB users. I think it (at least, partially) worked.

      @il-volpe said:

      Bravo.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Thenomain said:

      @Jaunt said:

      for-profit games

      Are we going to try to do that, again?

      This is a major issue?

      I'm still on my "seriously, what?" thought.

      That's my opinion, for sure. Generating profit to help promote and advertise our genre, and perhaps cut down on administrative burn-out by paying administrators at least some money, is something that I think is important.

      If you disagree, that's cool. Evennia's worth taking a look at for other reasons, too.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Thenomain said:

      @Jaunt said:

      One of the biggest issues with older MU* Engines is their restrictive licensing.

      ... What?

      Seriously. What?

      Most older engines do not allow them to be used for the purpose of creating for-profit games. Evennia does not have that restriction.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      After discussion, we've decided that we'll be posting to MSB to promote Optional Realities in the following way, from now on:

      We'll post within the first week of each month, only with links to content on OR that we believe will be interesting to MSB users. Each piece of linked content will be described in a way that explains why that content might be of interest to you, as a MSB user.

      ETA: October 2015's Optional Realities News for MSB

      New Article: Evennia Illustrated

      Evennia is a new, Python-based open-source MU* creation engine. This article by Evennia's creator uses visual aids to help you understand the interactions of Evennia's basic systems. The engine comes packed with a lot of flexibility, and has a large (and growing) community centered around its improvement and implementation. It has modules to allow for more MUSH-like game creation as well as RPI-like game creation, as well as custom web-client implementation.

      Why should you consider taking a look into Evennia? One of the biggest issues with older MU* Engines is their restrictive licensing. Not only is Evennia modern and based in an extremely powerful and easy-to-use language, but it can be used to create games that are legally able to make a profit. That means that you can sell merchandise on your website, charge players a one time fee, charge a monthly fee, or monetize however else you'd like. Even if you aren't looking to make a living off of running a MUSH (because who would be so crazy?), a few fair monetization tactics can create a means for expanded marketing and advertisement to help draw in new players to the genre ... without you having to pay out of your own pocket.

      Currently, I know of one MUSH (OtherSpace) that is in the process of porting their game over to the Evennia engine.

      "Your Cthulu" Monster/Antagonist Contest Results

      The results of OR's monthly cash contest are now published. We had some pretty fantastic submissions, with some rather innovative ideas for antagonists from various genres that go beyond your standard hack+slash boss fight. You can check out all of the submissions here.

      Though we didn't have any submissions from MSB users in September, for our Design-an-Antagonist contest, we do feel like the characters created for the contest might be of interest to the folks here!

      October Contest: Create a Short Interactive Fiction Game

      Though we had some great submissions for last month's Design-an-Antagonist contest, it was our smallest month for submissions by far. This month, our contest is for creating a short IF game. It could take place in the mythology of your favorite MUSH, or it could be entirely original. Like all of our monthly contests, there are money prizes for the top three submissions.

      I know that the MUSH community is just as interested in Interactive Fiction as our community at Optional Realities. Take a look at our guidelines at the link above, and take a stab at creating writing cool this month! The Quest Engine that we're asking contestants to use requires no programming knowledge, and is very easy to get started with immediately. Anyone with a flair for writing can use it to write an awesome little interactive novella or text-based adventure, and potentially win a few bucks and internet glory.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @il-volpe said:

      I don't think anyone here, ever in all its years and different names, has thought that the jolly vitriol was a particularly effective method for valuable discussion.

      So, hey, did anybody tell you what WORA stands for? "When Online Role-playing games Attack". The board's culture is informed by its history as a place where one gets that cathartic whatfoo from bitching about the games, and about the players, and arguing.

      It's how it is here, and if it genuinely bothers you, this is not the place for you. That's not bullying, any more than OR's policies about automated combat, which make OR not-the-place-for-me, are bullying.

      As far as how other sites view our advertising weekly updates to content, none of them have said a single word in protest about it ...
      I'm a bit surprised, but some places tolerate that sort of thing. Personally, I don't care a whit, I am just also very much not surprised that some people here do mind. If I were you I'd go for monthly or maybe fortnightly updates and see what happens.

      This is all pretty helpful to me. There's no doubt that MSB's not "the place for me", personally. It's not a judgement on your community, though. But, I do think there's value in a relationship between OR and MSB, even if our discussion philosophies are wildly different. Now that things have calmed down, my main purpose is to make sure communication regarding our two sites improves.

      Like I said, I'll inform you folks soon as to what you can expect in terms of changes to our content updates so that they poke your collective bears a little less.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Thenomain said:

      @Jaunt said:

      I just don't find it an unappealing or particularly effective method when the goal is actual, valuable discussion.
      I would like to point out again that your first posts were about how you were going to use your own standards to determine if discussion was worthwhile, and worse you announced that you were purposefully antagonizing the rest.

      I don't disagree with you.

      @Thenomain said:

      Incidentally, I consider being called different than all other communities out there a compliment.

      It's not an insult; there's value in different perspectives. But it's not common sense (at least to me), either. It's not my personal preference, but I am still here, trying to work things out. It's definitely some baby-steps.

      @HelloProject said:

      Is @Jaunt going to be next?

      Nah.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Chime said:

      Y'all need some more vitamins T, H, and C. Alternate/newer technology types in the MU* space still catering to potentially RP-involved games are relevant to my interests.

      If updates come periodically... great! It's content and something to read that might inspire people to go do something. If you don't like it, don't read it. That said, each post of that sort should be framed in the form of "here's what we've done since last time:" and be a coherent forward progression. Blind repetition does no one any good, but I don't think that's the case here, is it?

      Thanks for this. Couldn't agree more on all accounts, and I'm glad at least some folks understand what we were trying to do.

      What we'll do, moving forward, is find a better and more discussion-oriented way of advertising new content here in the future. We haven't settled onto an exact path, but I'll let you know when we do. It'll be some sort of compromise, but we're also not going to pander to the angriest common denominator.

      @WTFE and @il-volpe

      I'm not on the spectrum, and I'm a social guy. I act and bartend for a living, so while I might be a living cliche of an artist, I'm also forced to constantly adapt to new social environments on a whim. MSB is not some sort of typical environment. It's not anything like other forums. Its unspoken guidelines for conduct are not typical. In fact, I find them super counter-intuitive. My asking for specifics from @EmmahSue was due to how counter-intuitive I find its unspoken social etiquette to be. It's not rule lawyering, it's an attempt to understand your community; again, you project what you want to see onto my words. It's why trying to talk to you is so often useless.

      And, no matter what the history of the site and its unique style of discussion, there's just no way that I'm going to be convinced that using aggressive, insulting language to make your points is not going to muddy the actual specifics of your point and reduce the likelihood for mutual understanding. I understand the value of using that sort of language, and it's simply self-cathartic. It feels good to unload anonymously on someone else, it's why people troll the internet.

      I just don't find it an appealing or particularly effective method when the goal is actual, valuable discussion.

      As far as how other sites view our advertising weekly updates to content, none of them have said a single word in protest about it ... except for MSB. And we post in a lot of places.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @il-volpe said:

      Hint! If #2 was okay, everybody would do it! You are not special! Similarly, your complaints that you feel dog-piled on and bullied by the manner in which people told you that your ad/charter was/is inappropriate and misleading indicates that you think you're special, and should be immune to the vitriolic criticism that characterises the 'voice' of this board.

      I'm not suggesting that we're special. I'm also not naive enough to assume that every piece of vitriol on this board is somehow constructive vitriol. It's difficult to argue against a history re-written by you just to support what you're saying. 😛

      Your analogies continue to be pretty off-the-mark and self-biased, but I've lowered my expectations of the quality of your arguments at this point.

      @il-volpe said:

      And you have to learn them organically, because they are manners, see. On this board there are not rules against acting like a dick. You are allowed to act like a dick. But you also get the consequences of acting like a dick. It's magical.

      Regardless of my thoughts on the quality of the 'manners' here, I'd suggest that part of the issue is this site's complete lack of transparency on its expectations of users, and code of conduct. If you want to be more nit-picky of your users than 99% of the other forums in the world, it would benefit you to actually explain what your community expectations are in an accessible place on the site.

      If it does exist, I haven't found it, and I have looked.

      To respond to you more than that would be to engage you in a continued loop of talking points, and you've not shown a pip of ability to attempt to apply a different perspective than your own.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Chime said:

      whatever, who cares; like any technology you can do anything with it.

      Exactly this, and the rest of your post, 100%.

      @EmmahSue

      Thanks again. That's a lot of really helpful information, including making it clear to me how to know when you're speaking as a moderator and when you're not. We'll have a chat about how we might adjust our regular posting in a way that's less off-putting to this site, in particular.

      @Thenomain

      I knew what your stances were, but I've also misunderstood you several times in this thread (typically when you were saying something sarcastically or ironically, and I just couldn't tell). I was just double-checking to make sure this wasn't one of those times.

      @Arkandel said:

      And once again, you're missing the point -- you are not being bullied because you have a different 'philosophy' of text-based gaming. You're being asked to meet an expected standard of behavior customary to the locale, and responding by arguing, yet claiming to be bullied when people yell at you for it.

      Totally wasn't my intention. I strongly believe that a communication breakdown between some posters on this site and myself (and @Crayon and @Jeshin) has come from vague communication. MSB works differently than other forum communities that I frequent, and I obviously don't fully understand it. The request for clarification was purely so that I had the best information to take to the rest of the folks at OR when we chat about this.

      I've been entirely upfront here, and will continue to be. I have no ulterior motives here. I don't even know what they'd be.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @EmmahSue

      That's useful, thanks! So what I'm hearing from you is that the official moderator stance is that you prefer people to not post regular updates (say, weekly updates including new articles and contests or whatnot), but rather just advertise with the first post and then discuss from there. Is that correct?

      Are there any unwritten exceptions to this rule (say, for major site changes, or extra special things)?

      @Thenomain -- you would say this is accurate, too? A page or so ago you suggested that you don't see a problem with weekly updates. Is this something the two of you're in agreement on?

      I'm all about a dialogue on reasonable consensus so that we're doing what we want to do without stepping on unspoken rules, whether it be weekly updates become monthly updates, or whether we narrow down our updates all-together. No updates at all doesn't seem super reasonable to me for an advertising board, but if it's really an unwritten rule that you don't do updates here, then that'd be good to know.

      It's only been presented as the fierce opinion of a few people up to this point.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @il-volpe said:

      And once again, you're missing the point -- you are not being bullied because you have a different 'philosophy' of text-based gaming. You're being asked to meet an expected standard of behavior customary to the locale, and responding by arguing, yet claiming to be bullied when people yell at you for it.

      "Go the fuck away, nobody wants you here" is bullying. Period. A lot of the insulting @Jeshin that was happening before I showed up (that was the reason why I showed up) was bullying. Was it intended to be? Doesn't matter, that's what it was.

      So let's try to make a more compelling case than that sort, moving forward.

      @il-volpe said:

      It's a collective 'you,' meaning all the OR representatives.

      You're not talking to all of the OR representatives right now. The thrust of your conversation's been with me.

      Please, tell me what the expected standard of behavior customary to the locale is for MSB. You've said this a couple of times, but without more specificity, it's not helpful to me.

      And consider the idea that, perhaps, some folks here have muddied their arguments and statements by using aggressive, reactive language. (I have too, as my ironic 'mirroring' of other posters' tones didn't really land at all.) There's a reason why nobody uses that approach in actual debate in real life --- it's entirely ineffective.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @il-volpe said:

      You did change the statement, but it sure wasn't easy convincing you lot.

      You have this twisted sort of view of things. I was convinced immediately, and I said so... many, many times. I never resisted the suggestion ... at all. We just needed to come to a consensus before we pushed the changes. It didn't take us long to make changes after that.

      @HelloProject said:

      This thread seems like a reasonable outcome to MUDders and MUSHers talking and trying to be productive.

      Yeah, except we're not MUDers. OR doesn't care about what engine you use. I keep saying that this isn't some MUSHer vs MUDer war for us.

      I feel like people are just projecting entirely different words than what I've written onto me. It makes rational conversation difficult.

      @Lithium said in Optional Realities & Project Redshift:

      That's not /quite/ as funny as @Jaunt thinking I care about how he views my person at all.

      I don't view your person any which way. Like I've said, several times, I don't know you any better than you know me. I didn't find your argument for us to leave your community to be very compelling ... but that's really all that I know about you. I wouldn't assume more.

      @Lithium said in Optional Realities & Project Redshift:

      Maybe in a little bit I'll get a hankering to continue but for now, peace.

      See you in the funny papers.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @il-volpe said:

      You've over-simplified your analogy, and I don't suspect my continuing to state what brought me to this site is going to change your perspective.

      You say that I've missed your point. I say that you've missed mine. At the end of the day, it doesn't really matter. Based on my understanding, we're not going to please everyone on this site with how we run OR, unless:

      • We clarify confusing mission statement and partnership language that might rub other communities the wrong way (and we've done this -- the one useful thing that's come from this discussion so far).

      • We completely change the core of our community to suit MSB, which has been the only community that has suggested such a thing to us (including some gaming communities that are far more "beyond our borders" than MSB).

      • We stop posting to MSB, 'cause (some of) you don't want people with a slightly different text-based gaming philosophy than yours here.

      • We go fuck ourselves.

      But I'm not interested in pleasing everyone here. I am interested in any discussion that's actually useful in common ground, or towards making OR a better version of OR (with actual applicable, useful suggestions and thoughts). I am interested in connecting with folks who aren't into weird internet xenophobia. If that doesn't please you, personally, then we'll both just have to live with that.

      For what it's worth, I didn't mean to lump you in with @lithium to the level in which you thought that I did. Poor post framing on my part.

      posted in Adver-tis-ments
      J
      Jaunt
    • RE: Optional Realities & Project Redshift

      @Jaunt said:

      But, sure. Let's stop acting like berserker nerds and only engage in reasonable, positive, meaningful conversation from here on out. I'll start.

      Do you folks fear like our Partner/sub-forum/criteria is clear and not misleading now, on the below page of our site?

      http://optionalrealities.com/partnership-criteria/

      @Lithium said:

      you're worthless to actual discussion.

      Welp, that went well.

      I think that my saying, "We've made both our partnership criteria and our 'charter' more clear based on feedback from this site" is a clear sign that we've responded to criticism. You can't see the new charter yet, because it's the weekend.

      I think we've shown willingness to take feedback, when it's useful. Your saying, "I'm OCD and don't like that this thread keeps popping up on my screen" isn't useful. That's really an issue with this site, because it won't let you ignore threads that you don't want to see.

      But, for the sake of trying to be level with you, here's the new "charter" for our homepage slides that you'll see with images once they're complete.

      Goals of charter re-write: Make it clear what community OR is focused on supporting. Clarify the criteria that we use to determine our sub-genre. Avoid language that might be seen as subversive to other communities, or could be construed as manipulative.

      Slide #1 text (major change): Optional Realities is a community and design blog for text-based multiplayer online role playing games (TMORPGs) with a specific focus on character and story-driven games that include permanent character death and automated combat as core features. TMORPGs include sub-genres such as RPIs, MUDs, MOOs and MUSHes.

      Slide #2 text (minor change): Optional Realities is a place where the future developers and long-standing members of our community can come together to share ideas on design, writing, and what makes each of our games most meaningful to its players. Its contributors are leaders from games that have been around for twenty years, as well as new games currently in development.

      Slide Text #3 (no change): Join us in creating a better, more intelligent, more supportive community for our favorite game genre.

      posted in Adver-tis-ments
      J
      Jaunt
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