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    RP Safari - Pacing Styles

    Scheduled Pinned Locked Moved Game Gab
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    • KarmaBumK
      KarmaBum @Faraday
      last edited by

      @Faraday Oh, most definitely, but I’m also operating on the assumption that most scenes played are shared. I didn’t get to the level of seeing if there were any scene gaps or comparing scene # to scene share date…

      …cuz that’s my actual job and what I’m supposed to be doing now instead of posting here. 😄 But!

      Given a small sample of publicly posted and ongoing scenes, more scenes carry-over at least one day than are posted same-day.

      @MisterBoring I’ve always been into tracking metrics on games. At one point on GH, I coded a virus that you could pass from person-to-person as part of a plot (pre-COVID <.<), and it had background tracking so I could watch its transmission, see who infected the most people, etc.

      One time, I went through and compiled all the old data about every hatching on every active Pern game in the early '00s, just to validate that it was statistically easier to get a Gold Dragon on PernWorld than any other open game - and I still remember that PW had over 1/10 PC Impressions as Gold vs 1/15 for NC.

      Pre-Ares, there were tons of log and activity trackers on Wikidot. You can still see some in action on Harper’s Tale - http://harpers-tale.wikidot.com/sw-staff:activity-tracker I think they’ve revamped the page since I played there, but I helped build/maintain the log tracker for a while there.

      A “totally useless data about scenes” page would be awesome: Avg words per scene, avg characters per scene, % of scenes shared (vs total), avg time between open-and-share date, % of scene types (Social/Event/Vignette/etc)…

      And by awesome I obviously mean super nerdy. 🙂

      1 Reply Last reply Reply Quote 4
      • TrashcanT
        Trashcan
        last edited by

        If we have coder permissions and believe that when players set the pacing on a scene in Ares, they’re being honest, we can, in fact, produce stats on this.

        ruby Scene.all.each.count {|s| s.scene_pacing == "Traditional"}
        ruby Scene.all.each.count {|s| s.scene_pacing == "Asynchronous"}
        ruby Scene.all.each.count {|s| s.scene_pacing == "Distracted"}
        

        On Shattered, we had 3220 traditional scenes, 656 distracted ones, and 411 async scenes. These commands pull the ‘current’ pacing, and in my experience, trad/distracted scenes may become async in flight but not the other direction.

        Even if we lump ‘distracted’ in as ‘non-live’, traditional outnumbers them 3 to 1.

        he/him
        this machine kills fascists

        bear_necessitiesB YamY Third EyeT 3 Replies Last reply Reply Quote 5
        • bear_necessitiesB
          bear_necessities @Trashcan
          last edited by

          @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.

          FaradayF 1 Reply Last reply Reply Quote 2
          • YamY
            Yam @Trashcan
            last edited by

            @Trashcan Damn! 75% of all scenes. I wish I could dig this data up on my old ares games.

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

              @bear_necessities said in 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.

              I agree that the data is skewed because of the default setting, but neither of those other ways really work well either. 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.

              And at the day, the stats are kinda fun (from a data nerd perspective) but I’m not sure they mean much. Just because there’s live RP happening, if it’s happening in private scenes, or at a time incongruous with your work schedule, or whatever… YOU might not be able to find live RP. That’s ultimately what most people care about.

              PavelP 1 Reply Last reply Reply Quote 2
              • MisterBoringM
                MisterBoring @Faraday
                last edited by

                @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?

                Proud Member of the Pro-Mummy Alliance

                FaradayF 1 Reply Last reply Reply Quote 0
                • FaradayF
                  Faraday @MisterBoring
                  last edited by

                  @MisterBoring said in RP Safari - Pacing Styles:

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

                  Once a scene has been shared, that data is no longer available.

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

                    @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.

                    He/Him. Opinions and views are solely my own unless specifically stated otherwise.
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                    1 Reply Last reply Reply Quote 2
                    • Third EyeT
                      Third Eye @Trashcan
                      last edited by

                      @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.

                      I want something else to get me through this
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                      I want something else, I'm not listening when you say good-bye

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

                        @Third-Eye said in RP Safari - Pacing Styles:

                        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.

                        Would folks like to see scene metrics in AresCentral alongside the player login metrics? If so, which ones?

                        Tracking TRUE scene pacing is tough because there are so many variables, unfortunately.

                        KarmaBumK 1 Reply Last reply Reply Quote 1
                        • KarmaBumK
                          KarmaBum @Faraday
                          last edited by KarmaBum

                          @Faraday I’d rather see it as a page on the individual game than on Ares Central. My thoughts went to a /scene-stats/ route that just populated a quick dashboard of metrics (avg scenes shared per day, avg characters per scene, avg words per scene, breakout of scene types, etc).

                          While I like the activity log on AresCentral, I am wary of standing up fuzzy data in what winds up looking like an official or comparative capacity. If there was just a /scene-stats/ route that could be turned on/off, that’d give game runners the chance to opt out.

                          $0.02 🙂

                          Edit to add - @Trashcan I just ran this for funsies on ODW. TY for sharing!

                          • Trad - 224
                          • Async - 399
                          • Distracted - 73

                          Currently, 5/36 scenes are tagged “Traditional” but have been ongoing for more than 1 day, so 14% are currently mis-tagged. I imagine that varies wildly, but 10-20% mis-tagged sounds fair.

                          1 Reply Last reply Reply Quote 0
                          • KDraygoK
                            KDraygo
                            last edited by

                            There are also many scenes, at least the ones I am part of, that goes from Live to Async and maybe even back to Live. Mainly because those in the scenes no longer have 4+ hours blocks of time free to just RP. RL interrupts, we need to pause, and the scene is going great to end soon. Does this scene still qualify as Live? Is it now ASync? Does any scene that need to pause at any time lose it’s Live status?

                            There are too many factors involved for accurate labeling and I believe that the only way for people to tell if the overall pacing of the game is right for them is to just try it out if the theme of the game interests you. Labels can be misleading at times, just because there are more ASync scenes than normal doesn’t mean that players in the game don’t also enjoy Live scenes, it’s just how the scheduling is sometimes. Also, if a player ends up leaving the game, it doesn’t necessarily mean that the player is bad or is at fault, nor does it mean the game is bad or the staff are at fault. Sometimes things don’t just link up, somewhat like potential relationships or jobs.

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