@Derp said in Identifying Major Issues:
That's the reaity of the world, man. Even the supernaturals have limits. So 'impact on the world' is ... kind of confusing to me. What sorts of impacts are you looking to make? And more importantly, are they actually feasible with the resources that you have? That's the big question, there. While you might want to do something world-spanningly epic, your actual ability to do so isn't much less of a pipe dream for your average archmage than it is for your average city politician. That's just the breaks. Scale is a thing.
It's honestly very difficult to really put this in words, but it's not really a matter of "Alright my e-peen is the biggest and now the world knows", what I'm saying is something simple like just feeling as if you're a part of the world, even if there's not necessarily a metaplot. MCM sure as hell only has something resembling a metaplot like every two years or so, and I at least personally felt like a part of the world (at the time I played), despite the massive amount of players.
When it comes to impacting the world, I should clarify that I don't mean the world as in Earth, I mean the world as in the world immediately around you. Having your actions in general, like, matter. In a game like Reach (I'm saying Reach because I actually played that, unlike Fallcoast) you could have presumably gone and stabbed Cthulhu and half the game probably wouldn't even know it. It's not really a matter of what you can do, or the scope of what you do, it's a matter of the world feeling connected, cohesive, and alive, not like every sphere is an entirely different MU.
I'm not going to say that this is what everyone wants, or that even if it was possible to even make that happen in Fallcoast, that it would even be something that the playerbase wants (they're enjoying themselves just fine, if the numbers are any indication). My post was simply to illustrate why Fallcoast has high numbers vs. a game that hits more of the notes that I consider to be more quality focused rather than quantity of things to access.
Windy City, despite all its problems, hit a lot of the notes I'm talking about. You generally felt like the world was cohesive, that all of these spheres existed in the same place. Even if people had cliques, those cliques were still in the same world as you, that's how it felt. It didn't feel like there were lots of walls in between everything. Though I should note, again, that this is mostly me talking about Fallcoast in the context of being anything like Reach, so this is mostly me assuming based on conjecture due to how much time I spent on Reach and how people say that Fallcoast is similar.
Like, I'm by no means saying Windy City was a great game, just that it successfully felt like a single world and even minor shit mattered if it made sense for it to matter. It's difficult for anything to feel like it matters in sandbox-ish games, and when things don't really matter because you know that you're in basically a shiny sandbox, then I find it difficult to invest. A lot of people enjoy getting to do whatever they want and be as uber powerful as possible despite the fact that it actually doesn't matter and not much had to actually be done to achieve that, but literally the bare minimum that I want out of a world is to feel as if I exist in it.
This is not something that every game is capable of addressing, nor should they even feel obligated to address it, because not everyone has those needs, and despite my language of one thing being higher quality than the other, this is ultimately my subjective opinion. HeroMUX (I think that's the right one, I've played so many of these damned things that they run together sometimes) was similar in that I got bored and left because nothing really mattered. Characters could get retconned and rebooted and history suddenly didn't matter anymore, big plots could happen but they didn't feel important because, again, it just didn't matter and the world didn't really feel like it was a living world so much as people just doing stuff.
And, you know, there's nothing wrong with people just doing stuff, if they're having fun, have fun, I'm not going to criticize people for what they find fun. My explanation of Fallcoast was specifically "this is what people enjoy about it". I'm not gonna login and go "Change for me", I'm like one dude. If it works, it works. Maybe my language was too harsh in my post, though, so I apologize for that.