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What's written on the box
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@Meg I wasn’t seriously saying that anyone who asks me about what character they should pick up has decision paralysis. I was just trying to make a self-deprecating joke.
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@Herja Sorry! It did come off jokey but I NEEDED TO STATE. (i guess i didn’t need to.)
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@Herja said in What's written on the box:
If I don’t know you or know what you like to play, then any suggestion I make isn’t really going to be that valuable to the player
My experience with this is that people who ask “what should I play?” often already have an answer in mind, and are just looking to shuffle you into validating it.
“What should I play?”
“Oh, we have a very active group of assassins that could use a few more ninjas. Or we have an up-and-coming plot about magical goats that could use someone who works with animals.”
“Cool, I was thinking I might like to play a 19 y/o bartender who runs a podcast on the side. Can you help me fit that in?” -
@KarmaBum Obviously they run their podcast about their secret ninja assassin activities.
PROBLEM SOLVED.
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Whenever working on a game, I try really hard to encourage staff to put together a mission statement for the game and tie everything back to it. If they’ve done that, then hopefully their advertising does actually represent gameplay experience (well, the general gameplay experience, @Warma-Sheen’s note that everyone’s experience is different is well-taken).
But for any game that doesn’t have a mission statement front and center, I tend to be a little wary of what their advert says, especially if it sounds perfect for me. I look at their theme files, their forum posts, and if it’s FS3, their skill/scan.
Sometimes, like @hellfrog said, things just get away from the game runners, because players will play what they find interesting, and a single playgroup with its own thoughts can totally tilt a game away from its design. But usually I assume that the front page and advertisement are what staff wants the game to be. Then it’s just important to see if that’s what it really is.
On the sidenote that is “what do you folks need?” and “play what you like,” I used to be really annoyed by the question, and lean hard into that exact response. I did it because a) if a player likes what they’re playing, they’re more likely to stick with it and enjoy it, and b) I was assuming they were reading the mission statement and theme files to know that they’re playing what the game is designed for. I still think that point a) is accurate, but I know enough to know that point b) usually isn’t. With that in mind, I generally aim to answer a similar question: “what concepts would fit in well with the game,” which is different than “what do you folks need” but close, in my opinion. Which usually gets a response like what @Gashlycrumb said:
“This and that faction are the most active, the other one and the other other one are ones I have GMly ideas about and want to populate more,”
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@Roadspike said in What's written on the box:
I was assuming they were reading the mission statement and theme files to know that they’re playing what the game is designed for
Heck, even if I do this I’ll often want to check that those ideas are still what’s being prioritised. So I’ll still occasionally ask something similar to “What kind of character is the game designed around” because I’ve had far too many experiences where I’m only told weeks or months later that the documentation is outdated and this is a dating sim now.
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The suggestions of concepts that would be useful/would get most play is good. I don’t necessarily want direct connections to people (though it is nice) but I want to be able to have a concept that can get involved (even if I tend to be slow about it/not really one to push my involvement). I enjoy most things (not hugely combat stuff but I like combat as an aspect f a character). However, I could join a game, make whatever I would ‘have fun on’ then sit there with nothing to do because my concept doesn’t really fit with what is going on.
Staff on many games seem to wiggle back from saying ‘no’ to a concept for a game even if it is not a great fit for what the game is about. Which is not 100% the staff person’s fault. We have some dramatic people in the mu* world when they are denied what they want. Being denied my concept because it doesn’t fit the setting will make me rant at friends but unless it is a denial in a jerky way, that anger won’t last long and I’ll rethink what I planned. If staff is willing (sometimes they are, sometimes they aren’t), I’ll work with them to create a concept that will fit the game but still be what I like. I’m going to use Seven Nations as an example again because besides Arx and Atharia it is the only game I really actively (actively being pretty loose) get involved on. Staff on 7N gave me ideas on how to tie into current plots for background stuff. Suggested changes that would make my bit mesh better with theme but never said I /had/ to use these suggestions (outside some stat fixes that was ‘against the rules’ or were potentially getting changed). I feel more connected to my new Arxbit than the one I’ve been playing a while because I talked with a couple people and worked out what I could do to help them advance their stories/plans and loosely based around that while still giving her angles I enjoy. I talked a bit with people on my ‘older’ Arxbit but not nearly as much as I did with my new one. It helped she is tied to people I’m familiar with and know that I handle better with a useful starting point.
So, at least on /my/ side, the ask is so I can get involved if I decide to press for involvement or if someone wants to offer a way for my concept to be pulled in.
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@icanbeyourmuse said in What's written on the box:
Staff on many games seem to wiggle back from saying ‘no’ to a concept for a game even if it is not a great fit for what the game is about.
This gets into staff making sure that the game remains what is written on the box too. I am a firm believer that the game will be healthier all around if staff (politely) readily tells people “That concept won’t fit on this game” or “you’re likely going to have to work hard to get RP with that concept” and then suggests something related that fits the setting/theme better (if possible). Because if too many concepts that aren’t great fits for the game wriggle through, it’s no longer the game staff wanted it to be, it’s now Online Dating Sim N+1 (because every game is going to have some Online Dating/Romance Sim to it, and that’s not a bad thing, but unless we’re talking RegencyMU*, that shouldn’t be the point of the game).
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Heh, the good old “What does the game need?” vs “Play what you like, friend!” dance used to frustrate me.
But I eventually found an answer. “Welcome. Tell me what you like to play, and I can help you craft an idea that matches what works here.”
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@Polk said in What's written on the box:
Heh, the good old “What does the game need?” vs “Play what you like, friend!” dance used to frustrate me.
But I eventually found an answer. “Welcome. Tell me what you like to play, and I can help you craft an idea that matches what works here.”
I can get behind that answer because it means you are helping someone fit into the game. I know I’ve joined games and ‘played what I want’ and couldn’t get involve because most of what was going on my concept didn’t work.
@Roadspike I totally agree that there needs to be more ‘That doesn’t work lets find something along the same vein that would’ for concepts that don’t. I think it would make a lot of people more active on games.