Backwards Day! The constructive stuff first.
@crayon said:
I have a bit of a love/hate relationship with the Quiz. I've been a big fan, ever since experiencing Twenty Questions in Shadowrun 2. It's great for fleshing out characters and really integrating them into a setting, but it can be done horribly, too.
The Quiz I'm talking about is "do you understand this game?" On AetherMux, The Quiz was a simple 10 questions pulled from the first page of various racial, history, and society pages on the Wiki. (This is not entirely true; the game ran before Mediawiki existed, but it's essentially what it was.)
The person could ask for help on the newbie/help channels, skim the obvious page for the answer, or phone a friend. The concern wasn't whether or not they half-assed The Quiz, but that they were forced to visually see some key items of the game world, and were forced to be introduced to the rather simple information.
The newbie experience, and the decontextualized newbie schools, etc. have been something that's bothered me for years, so I'm relived (but I can't rightly say glad given the overuse of them) that I'm not the only one who's had issues. Do you have any examples, regardless of MUSH, MUD, or whatever, even in mainstream gaming, of a tutorial or character generation process or both that you found to be exceptionally immersive and contextual?
Oh this wasn't a Newbie School, this was what in the Mush world we would have called the info-rooms (used far more before we got The Wikis). Maybe that is a Newbie School. Jarring was: Unexplained information hitting my screen after every command. Jarring was: Clown barf ansi explosion. Jarring was: Being told I was stupid for asking why a newbie-unfriendly exit wasn't fixed when the fix was so simple that it wasn't worth the argument that took place.
Jarring was the same kinds of things that would be jarring on you if you, without any help or friends, went to a WoD Mux and logged in and were assailed by the differences and no language to help you along.
Okay, that was fun. Now for:
MYSTERY SCIENCE THENO 2015
@crayon said:
Read a new article on giving players the power to control regional expansion!
http://optionalrealities.com/building-an-elastic-game-world/
In Normal People terms: Player-influenced economies of rarity across multiple in-game (physical) regions.
I found this to be full of high ideals, but basically saying, "Macro Economics: Code it!" Um ... what? Code ... just code a system of rarity across an entire game? One that can be tweaked if a region falls into disuse? I don't have my Masters in Business yet. And yet the biggest hurdle stated to this is: "fitting these sorts of systems into a gameβs setting".
Let me tell you, fitting those sorts of systems into a game's setting is the easiest part of it. Even Serenity Mush managed to get that much right, even if they got every single other part of it wrong.
Resource rarity is so easy to code that board games have been getting it right since 19xx -- you know, I can't find when Power Grid was first developed, but it was developed by business majors.
Checking how Witcher 3 managed it, too, is a pretty good starting step.
I'm sorry, I really am, that I feel that "do this, but I can't explain how" is not worth the readers' time, unless Mudders really don't understand the concept of scarcity of goods, and if you think "scarcity of goods" is the driving factor for opening and closing RP Areas.
Maybe it would have served better as a discussion thread, and not a "what-to" article.
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Re: Crowd-Sourcing Game Design:
You have read the other threads here, correct? More like a crowd-sourced anarchy, but sure, why not.