That's some great stuff there, Keller. I really appreciate your input as you've been able to explain far more diplomatically than I some of the things I, too, have felt. I hope I wasn't the only one taking notes!
What I found very interesting was the fact that you felt like your efforts at coded character progression was bad. I have long gotten over that concept (regardless of the conversations I've had within the game and elsewhere), but I can assure you that you aren't the only one who's gotten the impression that wanting to better your character (which I see as an exceptionally IC thing!) is frowned upon.
I think a lot of that is lingering awkwardness from a long, long time ago. Those who wanted to actually work on their characters were quickly labeled 'munchkin gamers,' 'twinks,' or other defamatory names. In fact, I felt in the past that I was seen right up there with 'PKers' and 'code abusers.'
I've seen a lot of changes over the years. In the past, I've been kicked out of multiple areas because of "you're too high level to be training here! Shame on you!" nonsense, but that sort of idiocy seems to have been shelved by our current staff (at least that I've seen). It also seems they are far more open to the idea that sitting around and gossiping in the square is not always felt as progression to all players.
I suppose that this is why I find it the most interesting that you still get that vibe that I would have thought doesn't exist anymore.
The State of the Game - a serious discussion
Re: The State of the Game - a serious discussion
This land shall come to the God who knows the answer to War. -Ninety-Nine Nights
Re: The State of the Game - a serious discussion
I only have a brief window in which I can post, but thought I would throw 2c into the ring! I'm surprised to hear you say that coded progression is something that is frowned upon. If that was the case, we would not have spent such a vast amount of time implementing it. When I play mortals (most recently a whizzard who I didn't find too onerous to level up!), I generally balance character progression vs. RP experiences about 80% character progression and 20% RP. I really enjoy meaningful RP experiences which prompt me to flesh out the character and find depths to the character that I hadn't envisaged when I randomly threw some letters together to form a name.
I don't think this is a bad thing; I'm not really aware of any members of staff who think it is. Indeed, we are trialling various changes to combat mechanics at the moment to try and make it a little more interesting.
The problem for me is finding RP opportunities that are meaningful and interesting. One of the best experiences I had as a young mortal was when I came across a powerful drow archmage in the Howling Peaks and thought he would just kill me with a word. I really like what Valence's player is currently doing, setting himself up as an adversary in the same way that Zarafae or others did in the past. I think what the game sometimes lacks is that frisson of danger and opportunity that comes from interacting with the forces of an opposing ethos.
Aside from that, I am also very encouraged by the fact that we've recently had a few applications to run stories as part of the story council - keep them coming. Then, after you've run a story, give me some feedback on how we could make the experience of running one easier or better in some way. For each of the people who has suggested some new kinds of quest or areas, please, rather than say 'it would be great if we had more areas', get alot more specific, brainstorm, come up with the cohesive areas and ideas then help build them. If coming up with something completely new is too daunting, think of how an existing area could be improved or modified and ask for help in achieving that.
FK is not a closed shop with a clique at the top, it is a meritocracy where if you volunteer to get something done and go ahead and do it, we will try and find something else for you to do and so on and so on until hopefully one day you are helping us administer the game. We highly value the ability to get things done, above length of tenure, level of character, or whatever. We have an open mind about anyone volunteering to do anything and will do our best to support you in whatever you choose to do.
In short: more players = good, coded progression = good, discussions about improvements = good, actually doing something about it = awesome.
I don't think this is a bad thing; I'm not really aware of any members of staff who think it is. Indeed, we are trialling various changes to combat mechanics at the moment to try and make it a little more interesting.
The problem for me is finding RP opportunities that are meaningful and interesting. One of the best experiences I had as a young mortal was when I came across a powerful drow archmage in the Howling Peaks and thought he would just kill me with a word. I really like what Valence's player is currently doing, setting himself up as an adversary in the same way that Zarafae or others did in the past. I think what the game sometimes lacks is that frisson of danger and opportunity that comes from interacting with the forces of an opposing ethos.
Aside from that, I am also very encouraged by the fact that we've recently had a few applications to run stories as part of the story council - keep them coming. Then, after you've run a story, give me some feedback on how we could make the experience of running one easier or better in some way. For each of the people who has suggested some new kinds of quest or areas, please, rather than say 'it would be great if we had more areas', get alot more specific, brainstorm, come up with the cohesive areas and ideas then help build them. If coming up with something completely new is too daunting, think of how an existing area could be improved or modified and ask for help in achieving that.
FK is not a closed shop with a clique at the top, it is a meritocracy where if you volunteer to get something done and go ahead and do it, we will try and find something else for you to do and so on and so on until hopefully one day you are helping us administer the game. We highly value the ability to get things done, above length of tenure, level of character, or whatever. We have an open mind about anyone volunteering to do anything and will do our best to support you in whatever you choose to do.
In short: more players = good, coded progression = good, discussions about improvements = good, actually doing something about it = awesome.
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Re: The State of the Game - a serious discussion
Two more cents (at this rate, we'll soon be able to buy some decent armour, eh?):
This is very true! But I want to add that you can also really really help the game by being online and a fine roleplayer. I know that was what grabbed and kept me here, personally - the interactions I had with other PCs. Not just babbling in the WD Market Square, though that was the site of some great interactions. Back then there was always a crowd in the square, though - not so much these days. I think everyone is just busier IRL now, to be honest - we have a lot less leisure time, or at least less to spend on FK. But interacting with other (especially new) PCs is great, a big help to the game. Honestly, now that I help on the admin side of things, I still feel like the best things I have done for the game I've done as a PC, roleplaying with others (though I used to have a lot more time, too - now I have trouble just keeping up with the forums).Mask wrote:FK is not a closed shop with a clique at the top, it is a meritocracy where if you volunteer to get something done and go ahead and do it, we will try and find something else for you to do and so on and so on until hopefully one day you are helping us administer the game.- I think I'm guilty at times of at least seeming to cast dispersions on PC optimization. I should be clear - I want my PC to be good at everything too! I think that's natural for a player to want, but more importantly also natural for a PC to want. Where I get grumpy is when it's obviously not organic, in-character striving. Examples:
Good:
Bad:My PC wants to learn how to disarm opponents because I've had it done to me, and I've seen how effective it can be!
Put more bluntly: I don't think game mechanics should dictate your PCs goals. These are extreme examples, but I hope they illustrate the general notion I do strive against.I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!