@crayon said:
What I mean by this extrapolation of the analogy is that dedicated forums for community partners, eg. the games from the focus group, like OR does isn't something that MU Soapbox does at all. I don't think it'd really work with this site, really, so that's not a qualitative statement about this place in particular. We only do it on OR because we have, again, a focus group, and our community partners make significant contributions in the form of articles, etc. While MU Soapbox's majority certainly seem to be of a focus group, MU Soapbox as a site doesn't seem to be specifically or explicitly targeted towards a focus group, which is why the complaints about our advertising to a community where the majority aren't interested in our focus are weird to me.
OK, I see what you're saying. I think the confusion is more that we have... this forum for ads. More or less what @il-volpe said; for us, this is pretty much it. If you (or someone else) started a thread about a particular RPI in one of the other forums, it might be quiet, but it wouldn't be forbidden. Basically, we don't have the same resources available, but there's none that I can see that would be forbidden at all. It's more a factor of 'different resources' than it is 'not permitted'. If it was here, there's no reason it would not be allowed. It's not something that's here for anyone, either way.
I don't think people are necessarily getting their knickers in a twist about what resources are permitted -- I suppose some might be? But I don't think that's the crux of it. I think what @Ninjakitten mentioned in regard to the definitions, and the impression of an implied value judgment (whether one exists or not in reality) is probably more the issue.
Also, I started on the same place @il-volpe is describing, GhostwheelMOO. You could, arguably, putter around on that place for days and still have stuff to do, without ever running into another character or interacting with them. It was pretty neat. At times, though, I'd say the level of code there interfered with the roleplay to some extent. I half-remember an axe that would invisibly teleport around from player to player, then force them to attack whoever was nearest them, without them ever realizing what was going on (and it was such a powerful weapon it almost always killed them in a single shot or two at the most). So much for anything else going on in the scene, purely because someone felt like making a weird bit of code, pretty much. Ghostwheel had people respawn after a timeout period, though, so it might not be what folks are looking for, either.
Complete tangent: I suspect people have some slightly different ideas of immersive, too. For instance, it isn't a lack of OOC means of communication that makes something immersive to me; for me, the detail of the game world and how much it has going on, how much it gives me to work with, is what I'd consider immersive. There's essentially two approaches here -- one does so by removing something (the OOC element), the other provides something (more focus on developing interactive story tools). I suspect a lot of the places being discussed likely do both, but I wouldn't know.
For example, I am driving people insane with how long it takes for me to put a single grid room together, as I set up their descriptions to interact with time of day, season, weather, and so on. It's a SIMPLE code trick, but it's one that creates a directly interactive environment that people can reference as needed to enhance immersion and provide story-making tools. Similarly, we're looking at OOC-specific tools to foster roleplay, and more specifically, find the kinds of roleplay people want to find and niches to fill, which is something that would be trickier if OOC interaction was limited. The focus, I find, on a lot of MUX/MUSH games, is more in that direction. It tends to rely on how compelling the story is unto itself, and the tools provided IC and OOC within the game, to facilitate immersion, rather than relying on code to enforce it or limit communication. Both are effective, it's just a considerably different approach.