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    Posts made by Jeshin

    • RE: Optional Realities & Project Redshift

      It seems we're not so different you and I. Perhaps in another time or another life we could have been friends. 😛

      No, but I would agree. It's a cultural difference but I think we have a lot more in common than we have separate. One of the goals of Optional Realities is to try and provide developers with education and tools on design for MUDs and MUSHes and so forth. I'm still toying with what my next article will be, I may have to write one about text-based gaming as a genre and the subsets within it.

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

      I would say that a quality RPI would take an adjustment for a MUSH player but that the quality of roleplay would probably surprise them. The justification for coded systems comes from the belief that players can be trusted to tell stories but can't be trusted to arbitrate all situations. Enter automated systems which are utilized with roleplay to create an immersive and "fair" experience.

      A good example of the benefits of Immersive gameplay comes from Atonement or Armageddon. Both are RPIs and both had NPCs which could codedly kill players in real time. The fact that exploration was very real and very dangerous added weight to the activity and generated a lot of RP around it including (obviously) RP of losing people you know. Now automated systems have their limits and "quality roleplayers" will often resort to code only when it is no longer appropriate to continue the scene roleplaying.

      Example: Jeshin is hiding in the bushes as Thenomain passes by. He hops out with a crossbow in his hand and points it at Thenomain. Jeshin has codedly aimed a loaded crossbow at Thenomain. Now 2 things can happen. Thenomain could attempt to speedwalk away (automated system) fight back (automated system) or roleplay being scared and holding his hands up or something (roleplay system). We'd like our players to go for the third option until such time one of the two players feels the need to enact an automated system. Such as Thenomain lying about having no money and Jeshin not believing it so I shoot him with the crossbow effectively using an automated system that presents real threat to the scene. It all blends together a lot better than I can convey in my examples I'm afraid.

      EDIT - On Project Redshift we are currently trying to blind automated combat (and other systems) more strongly with roleplay to create a "next-generation" RPI experience. You can read our article on immersive design here: http://optionalrealities.com/designing-immersive-combat-systems/

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

      Alright so it appears the crux of the issue is that this was a 600 word submission which was unable to qualify those features and thus the vague nature of them are populated by our presumption. As a MUD player and currently an active developer I can envision how I might implement these features and thus the shared experience touchstone that Griatch and the Judges shared enabled us to interpret his intentions.

      That's cool but it doesn't help you, so I will do that now.

      1 - Activities: I believe this game would have some kind of "meta-plot" which is a staff guided narrative which gives context and plot hooks for players to use in their own storytelling / roleplay. This also gives direction to what they should be doing with their characters to achieve their goal.

      Example: The Empresses Island is soon to be hit by a tropical storm. Some believe that it is natural, some believe it is the Empresses displeasure with the people, while others (the commoners and lesser nobles) only wish to protect their lives and holdings before it hits. This meta-plot which could last anywhere from 1 month to 6 months would give a sense of impending disaster. People would be making deals with each other to pool resources to reinforce buildings or build storehouses for goods as the storm might wipeout their ability to produce goods for awhile. Commoners would be driven to a higher level of productivity. In fighting between the nobility could see commoners used as saboteurs and thieves to destabilize another nobles plans to weather the storm. Some could try and curry more favor believing that if they are high enough that the Empress herself would somehow "will it" and their holdings would be safe. So on and so forth. Meta-plot provides direction which generates activity that is relevant to the story and narrative and setting of the game.

      2 - MUD features tend to be tweaked after implementation because of their inherently automated status and because unlike many of the MUSH RPG systems they were not developed by professional game designers, thus mistakes are made. It is widely accepted that this would happen based on player feedback and staff's ability to see the bigger picture. If there were any significant like game changing updates required to these systems there'd likely be a discussion (privately) between staff and afflicted players to somehow ensure their game experience is not ruined. You know tweaking their skill list, providing them with extra skill points or providing them with extra money in a one time "compensation". Depends on the feature and the game design.

      3 - For you to Understand why Usurper was "groundbreaking" and basically won first place I will impart upon you some MUD history. Where MUSHes took the more tabletop approach and I think we can all agree MUSHes tend to have stronger emote/pose cultures and more collaborative storytelling. MUDs went into dungeon crawling and combat and more DnD-ish direction. Action was tied to Story and as such I would say a fair portion of MUD players are inherently combat-oriented. Now when the RPI (Roleplay Intensive) sub-genre of MUD was born this was basically a step towards storytelling and roleplay supported by coded systems and action.

      Basically it was a more mature storytelling medium within the MUD genre itself. Still combat focused but with automated systems for crafting, medicine, travel, and economies (though they are objectively all bad in my opinion). Usurper is the next step in MUDs journey to a more mature narrative style. It is what I would call a middle-ground between MUSH and MUD. Something that is inherently social and intrigue driven with the automated systems to support actions and combat, but they are supportive to the social and intrigue aspects. Currently there is no game (which I am familiar with) that supports this in the MUD genre.

      I hope this helps bring to light why Usurper is so intriguing for us on the other side of the table and why it actually makes me pretty happy that you say you'd try it, because that's exactly why it's special. MUSH players would try it and it's a touchstone our communities could share.

      PS - Usurper is not in development in any form what-so-ever. Griatch merely entered the contest and had the idea. He is currently busy developing the Evennia engine which works for MUSH development and MUDs and MUXs too!

      EDIT - Clarification. I believe the majority of MUD economies are objectively bad. Not the automated systems as a whole.

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

      @Thenomain
      Hey,

      So I re-read the portion from the linking of Usurper down to the bottom a few times and I'm afraid I'll need to ask some clarification questions since I do believe we're discussing the topic from 2 very different paradigms. Which, frankly, is really interesting and I have a few people reading this thread now because of that potential "genre gap" going on. (exciting)

      This was a contest with a fairly strict 600 word limitation. We didn't want everything fleshed out and explained to the degree that someone could then produce a game from. We wanted to encourage people to think about game concepts and put those ideas to paper because we felt that a lot of people in the text-based rpg community have games in their heads that they might never make but would like to share the idea at least. That kind of accounts for the very simple "it will be like this and function this way" approach in the statements about the submission.

      Questions for clarification purposes

      1. When you state that you are used to the game being more or less complete. Can you give me an example of what you mean? Do you mean most MUSH use RPG systems as their game systems and thus all the rules are quantified and known to everyone after they login to the game?

      2. The favor generation wouldn't actually be "changed" per se. It would be designed on a matrix to shift. These shifts would be a game feature and an intended function so players would be aware of that when they started playing. So would that still cause players to become upset as per your example?

      3. Can you elaborate on your "stuff happens" comment so I can better understand it? Do you mean that the game features are not properly quantified and just generally say this is how it will work with no system explaining why? Do you mean it in the sense that we brainstorm and implement features without a source material to guide us and "that stuff happens" kind of way?

      posted in Adver-tis-ments
      Jeshin
      Jeshin
    • RE: RL things I love

      No Man's Sky https://www.youtube.com/watch?v=gRG3wJxYayg

      posted in Tastes Less Game'y
      Jeshin
      Jeshin
    • RE: Steam Summer 2015 sale, beware!

      Evidently it is a valid use of refund system to refund a game you bought at full price if it goes on sale before you cross certain thresholds. Confirmed by Valve.

      posted in Tastes Less Game'y
      Jeshin
      Jeshin
    • RE: Optional Realities & Project Redshift

      Do you enjoy writing? Do you enjoy contests with cash prizes? Do you like challenging yourself? Well that's great because Optional Realities has a June 2015 contest for you. 600 to 2500 word short stories that are based within the setting of any game we list on our site! 50 USD for 1st, 35 USD for 2nd, and 15 USD for 3rd.

      http://optionalrealities.com/forums/index.php?topic=107.0

      posted in Adver-tis-ments
      Jeshin
      Jeshin
    • RE: Steam Summer 2015 sale, beware!

      http://store.steampowered.com/steam_refunds/

      Someone verify the temp in hell because I can feel it freezing over.

      posted in Tastes Less Game'y
      Jeshin
      Jeshin
    • RE: Steam Summer 2015 sale, beware!

      @Bobotron

      http://www.artemis.eochu.com/ <--- This? If so FTL is a bit more retro but I'm checking out this website. Looks cool so far.

      posted in Tastes Less Game'y
      Jeshin
      Jeshin
    • RE: Steam Summer 2015 sale, beware!

      I secretly hope that the FTL developers make a multi-player server of it. Doesn't have to be multiple ships could just be one player takes each member of the crew like... Skies of Icarus? Guns of Icarus? It's an airship steampunk game.

      I also hope the FTL developers make an ocean exploration game.

      posted in Tastes Less Game'y
      Jeshin
      Jeshin
    • RE: Steam Summer 2015 sale, beware!

      I still have games from the last sale I haven't played yet. I was pretty disappointed with Planetary Annihilation. I liked FTL though and also Starbound and definitely Darkest Dungeon.

      posted in Tastes Less Game'y
      Jeshin
      Jeshin
    • RE: Optional Realities & Project Redshift

      @Thenomain

      Hey, I didn't say that. That is the quote from Griatch that I copy pasted from Optional Realities where he was expanding on the proposal.

      So the top is me and everything after @Griatch is his response to a question I asked which was

      ---* Usurper by Griatch - You're kind of a MUSH guy and we commented on the Usurper concept (for the most part) as if it would be developed as a MUD. What systems would you automate in your proposal and which would you leave more collaborative/staff controlled?* ---

      Due to my question implying he was a MUSH guy he corrected me. He then referred to the Evennia codebase which he is the developer of so he tries to bridge the gap between designing an engine for a MUD and designing an engine for a MUSH since Evennia is meant to be a foundational engine that could be used for any top of MU*

      EDIT - I'm unfamiliar with this forum interface so sorry for the messy posts.

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

      Of course! I'm only trying to provide some expansion that wasn't included in the proposal. I actually picked out Griatch's specific post expanding on it and will copy it to here so no one has to go over to OR to read it.

      @Griatch / OptionalRealities said:

      Jeshin's Question for Usurper by Griatch - You're kind of a MUSH guy and we commented on the Usurper concept (for the most part) as if it would be developed as a MUD. What systems would you automate in your proposal and which would you leave more collaborative/staff controlled?

      Griatch's Response
      Just so you know - I've never played a MUSH in my life. 😉 The commands are way too archaic for my taste. 🙂 It's just that I see so many interesting stuff from the other MU* worlds when talking to Evennia developers (which are really from all over) that I often try to bridge the gap.

      I visualize The Usurper as primarily a "MUD" in the code department. It is designed to be run with a minimal staff, which is why all the systems you are reading about in the pitch are actually intended to be automated. This is also in order to help make over-aching social effects somewhat predictable. Predictability is important to some extent if you want players to be able to establish forward-looking strategies. For example, the Empress as an NPC may be puppetable for flavor and RP but her main role is that of the face of the automatic systems that I envision drives the social metagame.

      On the Favor system and the drive to intrigue:

      The main drive for intrigue on Morat is an important aspect not properly covered in the pitch. As rightly mentioned in the judge feedback, leaving intrigue only up to the players may lead to complacency. For this reason, the Favor system is something I envision being a double-edged sword. As alluded to in the pitch, losing all favor (which represents both having no friends (or leverage on "friends") in the society and, most importantly, not being appreciated by the Empress) is a poor life's choice. Losing your Favor (or maybe having very low favor) may first mean social RP stigma (since all Nobles can always sense your current Favor). So far it is all RP-based. But eventually your loss of status will start to rub off on your family, causing them to lose Favor by association. This slowly spreads to affect your previous allies, and finally the other members of the clan your family belongs to. People will know who is bringing them down in a very real way. I imagine this will be quite the push for you to improve your standing or for your peers to take action to help you or make sure that you are no longer a problem ... So why don't you want to be down to 0 Favor? Having 0 Favor for too long eventually means the Empress herself will eventually decide (again this is an automated system) that she doesn't want you around anymore. Which means work for assassin Servants (or even official soldier servants since the Empress does not need to hide from anyone).

      On the role of Combat

      Whereas combat exists and players may scratch their combat itches by playing Servant soldiers, guards, assassins, hired thieves etc, this style of gameplay is something which is not the main focus of this particular game (it is covered excellently in so many others). As guessed by the judges, the lowlands of Morat is a wink at the more traditional explore/combat game styles. Just how fleshed out this would be I'm not certain about but the point here is that the Servants are throw-away characters as far as meta-plot goes. They do the actual practical work on Morat but they do so at the whim of their masters and the meat of The Usurper as a game is really intended to be with the Noble play. I'd probably skip other base necessities for the Nobles too, like food for the sake of survival, and have these things be automated or giving some sort of temporary boost (or even a Favor boost if you are known as a gourmet eating only high-quality food from a master chef).

      The island of Morat is meant as a depraved and decadent pit of scheming, intrigue and on-the-surface smiles rather than a base-survival simulator, battlefield, martial arts tournament or a cutthroat place of deadly dark alleys.

      On the Empress mechanic

      As for further mechanics, The Empress makes decisions based on Favor, adding up Favor for those voting aye/nay in a petition. There is a random element in there, representing the Empress' own fickle will (the vote is just a "recommendation", she's the one who actually makes the decision), but it's un-random enough for it to be relevant to seek support for whatever you are proposing. I think such a petition should not be free-form but rather be built from a coded "petition recipe" by combining elements similar to how you'd create a crafted item. The components building the petition could be snippets of information, accepted bribes or power influences of various kinds.

      On the Fashion system

      The Fashion aspect is something I didn't see much comment on from the judges, but I haven't seen this particular take on it before. The fashion represents the Empress' current liking and also the overall fashion of the island. The Fashion for, say, clothes, is a multi-dimensional matrix where each axis is slowly changing. You could have one axis with styles of hats, another with colors of hats, another axis with pants etc. These axes shift along slowly moving trends at semi-random speeds and when you are showing yourself in public, how "fashionable" you are is represented by the distance from the current "fashion average". This will affect your favor.

      The Fashion system can be applied to all sorts of things. Another example is food. A Noble is a pampered person physically. They can have very specific likes/dislikes for food and drink (this is a mini-version of the Empress' fashion matrix, based on food ingredients. Most likely this is automatically set at Character creation to make chargen easier, with only optional customization for those that want to). So if you organize a social event (usually a Favor boost) but have your chef serve that high-favor person the wrong meal could lead to disaster.

      All aspects of the Fashion system are aimed at forcing change and diversity. It also filters down and means Servants will need to produce new items for the nobles as a steady rate (and depending on the depth of crafting, you would have e.g. cooks very good at pleasing some nobles and not others for example). This is also the reason for the extra Favor boon by publicly burning items which are no longer favored by the Empress, it's a somewhat contrived item sink.

      These are all primarily automated systems. I have no doubt one would have to be careful to limit minmaxing here, but I don't think a social mechanic would be any more or less twinkable than a combat mechanic per se.

      At this point it's all hypothetical anyway. 🙂
      .
      Griatch

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

      Additional Note: The source of a strong overarching story and defined minor storyarcs would be required for such a game. He didn't really provide us with anything in the proposal due to the word limitation but I agree that the game as proposed seems like spinning of wheels. We presumed there would be adequate plot support to give context and meaning to all these actions.

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

      At the risk of over-plugging...

      This is the Judge feedback for all submissions

      This is the discussion thread where the game contestants expand a little about their game

      In my opinion Usurper would be a very dynamic setting with a system geared towards social/political RP. In my opinion it's a fairly innovative approach to automating some aspects of social/political RP that are difficult to quantify. The fashion thing is as much to give people something to do as to incentivize the appropriate attention to fashion that is a staple of high society. The favor mechanic is (in my opinion) a clear battleground in the social sense. Those with higher favor are better than you and you need to undermine them and earn more favor. As for what commoners would do well if you wanted to engage in crafting or hunting or something like that which would be inappropriate for your noble. Off to a commoner you go to explore the lowlands, get lost in the labyrinth of the palace maze, or perhaps compete in arenas for entertainment on honor.

      To be fair to the proposals they had a 600 word minimum. I'll leave a note for Griatch and perhaps he'll pop on over and answer himself or someone can ask clarifying questions in the OR Thread discussing the submissions.

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

      Are you to cool to check out Optional Realities? Don't think anyone submitted a game proposal worth looking at? Well aha we've converted our 1st place winner (Usurper by Griatch of the Evennia codebase) into an article to remove all obstacles of viewing it.

      Check out the article right here!

      Look at it and be hopeful of the future of text-based gaming.

      posted in Adver-tis-ments
      Jeshin
      Jeshin
    • Steam Summer 2015 sale, beware!

      Steam's Summer Sale begins in less than 2 weeks. I want to personally urge all of our text-based gamers out there to please buy responsibly. We don't want to lose you to a pool of insanely cheaply priced (and amazing) games for 6 months. Remember to properly bath, get enough nutrition, and most of all read the review section on those games before you buy them. Lots of crap games on steam right now!

      http://www.escapistmagazine.com/news/view/140959-Valve-Softwares-Steam-Summer-Sale-Begins-On-June-11

      Don't abandon your text-based games for these pretty pretty tarts!

      posted in Tastes Less Game'y
      Jeshin
      Jeshin
    • RE: Incentives

      In my opinion there is a hunger in the text-based rpg community for quality games. I believe that if your theme is strong, your feature list is compelling, and you do not have a bad reputation as a staffer that you can obtain players.

      SOI 3.0 when it launched alpha had over 300 unique character apps. They had 0 incentive, it was just a bunch of RPI community players who were sick of the current choices and wanted a fresh game.

      LabMUD is the futuremud engines example game. It's not even released yet but I believe it has over 100 unique apps and is talked about on multiple forums.

      Perhaps incentivizing people is a MUSH/MUX cultural thing but from my experience over on MUDs. If you build it they will definitely come. That being said I do believe that you should incentivize things you want people to do through your game systems. If that means giving +1 XP for running an event or a plot, than yes they should be incentivized in some way. If you want people to be racist than they should have a tangible benefit for being racist if that fits into your game world.

      posted in Mildly Constructive
      Jeshin
      Jeshin
    • RE: Incentives

      Can you clarify what you mean by incentives? Do you mean if I opened a MU tomorrow and I wanted to attract players I would have to do something like... Start as a noble! Start with medium range skills! Extra XP if you create! You get starting gold/currency of XXXXXX?

      posted in Mildly Constructive
      Jeshin
      Jeshin
    • RE: Optional Realities & Project Redshift

      Results for the Game Pitch contest are in! Find out who the top 3 were. Think we fucked up? Let us known who your favorite was. Don't care but want to see the submissions, they'll be posted this evening (soon).

      Click here to see!

      posted in Adver-tis-ments
      Jeshin
      Jeshin
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