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    “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour

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    • PavelP
      Pavel @Aria
      last edited by Pavel

      @Aria I was going back and forth on norm internalisation, honestly. While it’s obviously a big part of game culture, and culture in general really, I think that would show up more in data biasing than as a measurable thing at least at this stage.

      If I want to do more than satisfy my curiosity and make some very, very broad strokes generalisations (including saying p-value to sound smart), I’d want to do a more qualitative follow up with thematic and/or IPA analysis of answers to longer form questions. Probably in the flavour of an interview of some kind.

      Great now I’m thinking about better study design and sampling… If I have to break out SPSS for this, I’m blaming you.

      ETA: I’d want a bigger and hopefully more varied sample, regardless. Thus far, 86.7% of respondents answered, “15+ years” for question 1. >_>

      He/Him. Opinions and views are solely my own unless specifically stated otherwise.
      BE AN ADULT

      AriaA 1 Reply Last reply Reply Quote 0
      • AriaA
        Aria @Pavel
        last edited by

        @Pavel said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

        (including saying p-value to sound smart)

        Don’t start talking about null hypothesis testing in front of everyone unless the p-value is large enough to share with the whole class.

        PavelP 1 Reply Last reply Reply Quote 0
        • PavelP
          Pavel @Aria
          last edited by

          @Aria I mean I’ve only done a tiny analysis on this preliminary data but if I said Kruskal–Wallis H test (H(6) = 16.24, p = .006) would that be exciting enough?

          He/Him. Opinions and views are solely my own unless specifically stated otherwise.
          BE AN ADULT

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          • AriaA
            Aria @Pavel
            last edited by

            @Pavel said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

            @Aria I mean I’ve only done a tiny analysis on this preliminary data but if I said Kruskal–Wallis H test (H(6) = 16.24, p = .006) would that be exciting enough?

            I mean, you were supposed to laugh at me comparing p-values to the kid who brings in cookies but doesn’t want to share with the whole class, but yeah, dude, a p-value of .006 is pretty surprising, at least to me. How many responses have you had?

            PavelP 1 Reply Last reply Reply Quote 0
            • PavelP
              Pavel @Aria
              last edited by Pavel

              @Aria To be honest the most surprising thing is that people are replying at all. But I’ve only had the fifteen replies, for which I’m obviously grateful and enthusiastic, but it’s not a very large sample.

              I’m not exactly surprised by the result itself, I wouldn’t have the hypotheses otherwise. But so strong a showing does make me concerned I’ve got some bias in the data. Which I do, to be fair, selection bias being the most obvious.

              He/Him. Opinions and views are solely my own unless specifically stated otherwise.
              BE AN ADULT

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              • AriaA
                Aria @Pavel
                last edited by

                @Pavel I haven’t answered it yet, but one thing I was considering when looking at it was definitely, “Well, yes, while I can think of examples like this on more games that I’ve played on than not, a lot of those examples happen to come from WoD games because I’ve played in that genre more than any other.”

                So that would definitely skew my own answers. Meanwhile, though I’ve since played a few L&L and even a Pern game, I avoided them for a really long time because in the WoD communities that I came from in the late 90s and early 00s, they tended to have really bad reputations among the playerbase, specifically around spotlight hogging and IC/OOC emotional bleed. Kind of ironic, really.

                PavelP 1 Reply Last reply Reply Quote 1
                • PavelP
                  Pavel @Aria
                  last edited by Pavel

                  @Aria That WoD bias is something I’m keenly aware of, but honestly when it comes time to report on the info this survey has gathered I think that’s going to be an important point to remember going forward when we, this forum, talk about problems we’re coming at it from a primarily X, Y, or Z-shaped lens so that’s going to skew our responses.

                  But so long as everyone treats any results as a “hey isn’t this anecdotally interesting” rather than “we have proof that L&L games literally cause spontaneous combustion” that’s all I really want. It’s just neat to think about these things in a pseudo-empirical way.

                  He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                  BE AN ADULT

                  SammichS 1 Reply Last reply Reply Quote 3
                  • SammichS
                    Sammich @Pavel
                    last edited by

                    @Pavel said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                    “we have proof that L&L games literally cause spontaneous combustion”

                    It’s because of all the bared ankles, right? It’s gotta be!

                    …well that and the incest.

                    a woman in a white dress and white gloves is sitting on a couch with her mouth open .

                    1 Reply Last reply Reply Quote 1
                    • FaradayF
                      Faraday @Pavel
                      last edited by Faraday

                      @Pavel said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                      Thematic Spillover, where the tone and emotional content of the game world shape how players interact OOC;
                      Systemic Enabling, where the structure of the game makes certain behaviours easier or more rewarding;
                      Norm Internalisation, where patterns of behaviour become normalised within a specific community culture;
                      Demographic Affinity, where different genres attract different types of players with differing tendencies; and
                      Legacy Culture, where older habits and traditions—both good and bad—are carried over from game to game.

                      FWIW I think there’s a lot of good ideas here. My only quibble is with the focus on “genre”.

                      Little House on the Prairie and Deadwood are both in the “Historical” genre and further in the “Western” sub-genre, but they are wildly different in tone and themes. RDM Battlestar and the original Battlestar are literally set in the same universe/storyline, yet also have very different tones. WoD can be vampires or hunters. Fantasy can be Game of Thrones or Willow.

                      The way you structure your game absolutely influences player behaviors. But even if you argue that genre influences game structure by popular convention, the structure is still a choice (not directly tied to genre). Feels more like correlation than causation.

                      GashlycrumbG PavelP 2 Replies Last reply Reply Quote 4
                      • MisterBoringM
                        MisterBoring @Pavel
                        last edited by

                        @Pavel said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                        Thematic Spillover, where the tone and emotional content of the game world shape how players interact OOC;

                        I think this (which is called bleed in a lot of academic essays on roleplaying) will exist regardless of anything else on the list.

                        Also, Systemic Enabling, Norm Internalization, and Legacy Culture could be merged into one single hypothesis about the active pattern of misbehavior found in a lot of roleplaying communities (these three things along with poor handling of Thematic Spillover are why a lot of LARP organizations such at the MES, NERO, and others end up turning into cesspools of irredeemable behavior.

                        There are a lot of interesting articles on bleed / thematic spillover and other OOC dynamics coming from the European RP communities (especially those involved in Nordic LARP), and most of them are published for free every year as part of some of the major RP conventions that happen.

                        Proud Member of the Pro-Mummy Alliance

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                        • GashlycrumbG
                          Gashlycrumb @Faraday
                          last edited by

                          @Faraday said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                          FWIW I think there’s a lot of good ideas here. My only quibble is with the focus on “genre”.

                          Little House on the Prairie and Deadwood are both in the “Historical” genre and further in the “Western” sub-genre, but they are wildly different in tone and themes.

                          This. I can think of a couple of WoD games that were remarkable for their lack of any of these issues. They were both historicals, and one was really “WoD PC creatures vs. The Mummy (1999)” – a wildly different WoD tone.

                          @MisterBoring said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                          Also, Systemic Enabling, Norm Internalization, and Legacy Culture could be merged into one single hypothesis about the active pattern of misbehavior found in a lot of roleplaying communities

                          This. The systemic enabling is part of the legacy culture and norms. So when I propose running a WoD game without sphere-separation, people spaz about it. Propose mandatory alt-transparency, same.

                          "This is Liberty Hall; you can spit on the mat and call the cat a bastard!"
                          – A. Bertram Chandler

                          MisterBoringM 1 Reply Last reply Reply Quote 0
                          • MisterBoringM
                            MisterBoring @Gashlycrumb
                            last edited by

                            @Gashlycrumb said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                            So when I propose running a WoD game without sphere-separation, people spaz about it. Propose mandatory alt-transparency, same.

                            It really feels like proposing any tools that would help staff do more to protect a game from toxic players gets shot down very quickly, even by players who aren’t toxic in their own right.

                            Proud Member of the Pro-Mummy Alliance

                            GashlycrumbG FaradayF 2 Replies Last reply Reply Quote 2
                            • GashlycrumbG
                              Gashlycrumb @MisterBoring
                              last edited by

                              @MisterBoring I found that just doing it was fine with the ‘Game of Thrones’ MU, no objections from players (but a fair amount of “that will never work” from the peanut gallery) but just mention it concerning a planned or merely talked-about WoD MU and there’s a lot of squawking about the privacy and theme and how-horrible-I-would-never-play-it.

                              I think the legacy culture issue is strong in WoD. And that a lot of the toxic shit is coming from inside the staffroom.

                              "This is Liberty Hall; you can spit on the mat and call the cat a bastard!"
                              – A. Bertram Chandler

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                              • FaradayF
                                Faraday @MisterBoring
                                last edited by Faraday

                                @MisterBoring said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                                It really feels like proposing any tools that would help staff do more to protect a game from toxic players gets shot down very quickly, even by players who aren’t toxic in their own right.

                                They can only shoot down what staff lets them. The game-runner is the one in charge. Lots of players are quick to claim something will never work, and often that’s just not the case. In any event, I’d rather have a safe and friendly game than a toxic one, even if that means some players won’t play.

                                MisterBoringM 1 Reply Last reply Reply Quote 6
                                • MisterBoringM
                                  MisterBoring @Faraday
                                  last edited by

                                  @Faraday said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                                  In any event, I’d rather have a safe and friendly game than a toxic one, even if that means some players won’t play.

                                  This 100000%.

                                  a group of minions wearing overalls and goggles are standing in a row

                                  Proud Member of the Pro-Mummy Alliance

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                                  • PavelP
                                    Pavel @Faraday
                                    last edited by

                                    @Faraday said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                                    Little House on the Prairie and Deadwood are both in the “Historical” genre and further in the “Western” sub-genre, but they are wildly different in tone and themes. RDM Battlestar and the original Battlestar are literally set in the same universe/storyline, yet also have very different tones. WoD can be vampires or hunters. Fantasy can be Game of Thrones or Willow.

                                    All true, unfortunately lines have to be drawn vaguely somewhere.

                                    @Faraday said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                                    The way you structure your game absolutely influences player behaviors. But even if you argue that genre influences game structure by popular convention, the structure is still a choice (not directly tied to genre). Feels more like correlation than causation.

                                    Sure, but we won’t know that with any degree of surety if we don’t check. So we should check.

                                    @MisterBoring said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                                    could be merged into one single hypothesis

                                    It’s all a single hypothesis broken down into sub-hypotheses for ease of conversation.

                                    He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                                    BE AN ADULT

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                                    • FaradayF
                                      Faraday @Pavel
                                      last edited by

                                      @Pavel said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                                      Sure, but we won’t know that with any degree of surety if we don’t check. So we should check.

                                      You’re only going to get surety from a carefully-crafted study that isolates variables and has a meaningful sample size. With the limited number of MUs and an obvious muddying between genre and other factors (like different game design/policy within a genre, or bleed, which crosses genres and even game types) you’re not going to have any confidence that genre is a causative factor.

                                      If you have fun looking at the results, cool - more power to you. I just think we should be realistic about what a survey like this is (and isn’t) going to tell us.

                                      PavelP 1 Reply Last reply Reply Quote 1
                                      • PavelP
                                        Pavel @Faraday
                                        last edited by Pavel

                                        @Faraday said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                                        I just think we should be realistic about what a survey like this is (and isn’t) going to tell us.

                                        Indeed, which is why I’ve said as much.

                                        @Pavel said in “All the World’s a MUSH”: Genre as Destiny in Collaborative Roleplay Behaviour:

                                        But so long as everyone treats any results as a “hey isn’t this anecdotally interesting” rather than “we have proof that L&L games literally cause spontaneous combustion” that’s all I really want. It’s just neat to think about these things in a pseudo-empirical way.

                                        ETA: That said, when I say “we should check” I don’t mean “this survey is that check” I meant that checking should be done. Even if we only find some minor correlation based on limited anecdote, that’s more information than we had before, and it’s interesting.

                                        Anyone seeking deep scientific meaning from a google form survey based on a throw away joke on a niche forum is missing the point.

                                        He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                                        BE AN ADULT

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                                        • GashlycrumbG
                                          Gashlycrumb
                                          last edited by Gashlycrumb

                                          It’ll be fun to see the results, but there’s no way to control for confounding variables unless you get a cumbersome amount of data or build experimental MUs.

                                          I bet If I made a My Little Pony '80’s edition MUSH and ran it like WoD with separate Pony, Unicorn, Sea Pony and Pegasus spheres (and winged unicorns a super-special restricted sphere, oooh) and a lot of seckritz and attempts at equine intrigue and very little transparency, it would, like a WoD MU, produce some high-level vicious fuckery if it lasted any length of time.

                                          "This is Liberty Hall; you can spit on the mat and call the cat a bastard!"
                                          – A. Bertram Chandler

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                                          • PavelP
                                            Pavel @Gashlycrumb
                                            last edited by

                                            @Gashlycrumb It could help determine what kind of things future game-runners would want to look out for or prioritise in their behavioural policies, but it’s not going to change the world. It’s like an exit poll, not an election result.

                                            That said some of the results I’m getting so far are a touch on the surprising side. I suspect the most interesting results would be when/if I do a thematic analysis of the long form text answers rather than the numbers – I personally prefer qualitative to quantitative anyway.

                                            He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                                            BE AN ADULT

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