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  • RE: RP Safari - Pacing Styles

    @Trashcan
    You are a treasure, my friend, these numbers are really cool.

    I’m not saying these numbers are wholly accurate. Shattered started as, I think, quite heavily real-time RP based and drifted toward more time-shifted stuff as it aged, which is both the nature of the activity bubble tapering off and an overall Ares trend I didn’t personally like. But we did try to prioritize Traditional pacing and playing there felt different than the Ares games I’ve tried since it closed (which isn’t a complete sample) .

    When I venture into staff waters again there’ll probably be more conscious tracking of this stuff in real-time because it’s useful in creating the kind of environment you want.

    posted in Game Gab
  • RE: RP Safari - Pacing Styles

    @Faraday said in RP Safari - Pacing Styles:

    A scene can be started and left open because people forgot about it, can be started and stopped multiple times in multiple synchronous chunks… there are lots of different ways to play.

    This is also the excuse I use when someone notices just how long I’ve spent playing Rimworld.


    As an aside, however, I do become mildly concerned when metrics are discussed. While they’re fine in a vacuum, they can so often become targets or indicators of performance. Which, I think we can all agree, is something to be avoided.

    posted in Game Gab
  • RE: RP Safari - Pacing Styles

    @Faraday said in RP Safari - Pacing Styles:

    Looking at the details of those scenes (private vs public, on-grid vs off-grid, scene pacing) is more problematic because those things can be edited, and for pacing may reflect a default value rather than an actual depiction of reality. So at that point I think it’s down to vibes.

    Wouldn’t scene pacing be easy to capture if the game is capturing time / date stamps for all of the posing?

    posted in Game Gab
  • RE: RP Safari - Pacing Styles

    @Trashcan I would think that data is skewed because the play screen defaults to traditional pacing and people may or may not make a selection there when starting the scene. I think a more reliable source of data would be the avg time between when the scene opened and closed, or when the scene was opened and shared, to determine true pacing.

    posted in Game Gab
  • RE: RP Safari - Pacing Styles

    @MisterBoring said in RP Safari - Pacing Styles:

    I’d honestly be curious as to how many staff-folks try and track metrics for their games, and what, if any, tools they use to do so.

    On Shattered I tried to pay attention to it, it’s one of the things I find useful about having all the scenes visible, but it defaults to ‘feels’ and ‘how easy is it personally to get X kind of RP’, we didn’t collect hard numbers even insofar as we could’ve manually. All events were live unless it was a player doing some personal thing themselves, though, that was just how we did things.

    posted in Game Gab
  • RE: RP Safari - Pacing Styles

    @Faraday said in RP Safari - Pacing Styles:

    Ares just doesn’t provide that data in form that you can easily query after the fact.

    I’d honestly be curious as to how many staff-folks try and track metrics for their games, and what, if any, tools they use to do so.

    posted in Game Gab
  • RE: RP Safari - Pacing Styles

    @bear_necessities said in RP Safari - Pacing Styles:

    @Jumpscare said in RP Safari - Pacing Styles:

    Ah, Gemstone IV, where people would abruptly leave the scene when their RPXP ran out.

    Was that the one on AOL along with Modeus Operandi that went pay-to-play? Modeus Operandi was my first game, I miss it 😞

    I’m afraid I don’t know. A few years ago, a friend who is into MUDs told me to check it out for inspiration. It was so very strange and not in a fun way, haha.

    Imagine you’re sitting down to dinner at a restaurant and having a great conversation with someone. You’re engaged and chatting for a good 30 minutes. But then he finishes his meal, says, “My time is up,” and immediately leaves in the middle of the discussion. Then someone else comes in, gets a meal, sits down in front of you, and expects you to start a new conversation from the beginning.

    posted in Game Gab
  • RE: RP Safari - Pacing Styles

    @MisterBoring said in RP Safari - Pacing Styles:

    I’ve thought up a new pacing style:

    Tedium game pacing. The MU will be connected to a generic incremental idle game (like Cookie Clicker), and each player will be given a number of pose tokens. Each pose will cost a number of tokens based on length, and if you run out of tokens, you must play the idle game to generate more tokens, which can also be spent to make the idle game work faster. Scenes will progress at a speed decided by the various players progression in the idle game generating the tokens.

    Now I’m imagining TS scenes being on hold for days while people play cookie clicker to be able to put out their next pose.

    posted in Game Gab
  • RE: RP Safari - Pacing Styles

    @Jumpscare said in RP Safari - Pacing Styles:

    Ah, Gemstone IV, where people would abruptly leave the scene when their RPXP ran out.

    Was that the one on AOL along with Modeus Operandi that went pay-to-play? Modeus Operandi was my first game, I miss it 😞

    posted in Game Gab
  • RE: RP Safari - Pacing Styles

    @MisterBoring said in RP Safari - Pacing Styles:

    I’ve thought up a new pacing style:

    Tedium game pacing. The MU will be connected to a generic incremental idle game (like Cookie Clicker), and each player will be given a number of pose tokens. Each pose will cost a number of tokens based on length, and if you run out of tokens, you must play the idle game to generate more tokens, which can also be spent to make the idle game work faster. Scenes will progress at a speed decided by the various players progression in the idle game generating the tokens.

    Ah, Gemstone IV, where people would abruptly leave the scene when their RPXP ran out.

    posted in Game Gab