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    Filtering player temperament through game design

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    • FaradayF Offline
      Faraday @Kestrel
      last edited by

      @Kestrel said:

      But I just don’t really buy into the idea that PvP/PvE inherently inspires a higher calibre of players.

      I wouldn’t say it inspires a higher calibre of players, but it absolutely creates a different type of drama. I personally would much rather deal with some nitwit who gets pissy because someone else got a medal / got promoted / got more “kills” in the last battle / etc. than deal with players trying to directly kill / ruin / impose their will upon other PCs.

      PrototartP 1 Reply Last reply Reply Quote 3
      • PrototartP Offline
        Prototart @Faraday
        last edited by

        @Faraday

        People will 100% try to impose their will on others even on places where they can’t be killed for doing so. I doubt there’s any meaningful difference.

        FaradayF 1 Reply Last reply Reply Quote 2
        • FaradayF Offline
          Faraday @Prototart
          last edited by

          @Prototart said:

          People will 100% try to impose their will on others even on places where they can’t be killed for doing so. I doubt there’s any meaningful difference.

          I’ve played on PVP games and I’ve played on PVE games and I’ve absolutely seen a meaningful difference in the levels of cooperation and antagonization between players depending on the type of game. YMMV obviously.

          1 Reply Last reply Reply Quote 3
          • CobaltC Offline
            Cobalt
            last edited by

            For me, I never really gave much thought to community curation or community building. I always sort of went with “this seems fun” and it either drew people who wanted to play or it didn’t.

            Darkwater was my first and at a time most popular game I ran. I started it with a secret backstory I don’t think the players ever discovered. However, in the long term running of the game I made a lot of mistakes and a lot of toxicity began to seep into the community.

            I would have probably called it the most successful game I ran, at one point. But now I don’t. Again, while it was popular— there were times when the players had no faith in me. And, frankly, times where I resented the players.

            A lot because I wasn’t really thinking of it as community effort. I wanted to run a game telling stories, but I didn’t sit down and think about what kind of community I wanted. I allowed anyone in, and shouldn’t have.

            I think if I ever dust off another project, I’ll need to sit down and consider the theme a bit more. What kind of community do I want to engage in? How can the systems I put in place draw those types of people? How can I ensure that theme drift doesn’t lead to community drift.

            Tl;dr: Never in the past, but absolutely in the future.

            cob.alt@Discord

            1 Reply Last reply Reply Quote 5
            • L. B. HeuschkelL Offline
              L. B. Heuschkel @Pavel
              last edited by

              @Pavel said:

              @L.-B.-Heuschkel Is there a way to filter these people out purely through game design or community design, or is it a case of finding them and plucking them out like stray hairs with the tweezers of fuckoffitude?

              I strongly suspect it’s a combination of game attitude (i.e. the atmosphere you create as staff) and generous appliance of tweezers. I mean, you can’t stop people from wanting to be best/biggest/most known – and it isn’t always toxic, either. Want to have written the most words or have the largest scene count? Good, that creates activity for others on the game. Want to have fucked the most women? Not quite so great, that might just mean you’re a sex pest.

              Any pronouns. Come to Chincoteague. We have ponies. http://keys.aresmush.com

              1 Reply Last reply Reply Quote 0
              • L. B. HeuschkelL Offline
                L. B. Heuschkel @Kestrel
                last edited by

                @Kestrel said:
                But I just don’t really buy into the idea that PvP/PvE inherently inspires a higher calibre of players.

                Higher? No. There’s nothing wrong with being competitive. Preferring PvP does not make you a lesser class of player.

                Toxicity happens in any flavour of player. Some environments attract toxic people more than others, but that doesn’t mean they’re somehow less viable. It probably means they need more active moderation.

                Any pronouns. Come to Chincoteague. We have ponies. http://keys.aresmush.com

                KestrelK 1 Reply Last reply Reply Quote 0
                • KestrelK Offline
                  Kestrel @L. B. Heuschkel
                  last edited by

                  @L.-B.-Heuschkel

                  I don’t think that liking PvP in a creative writing game is necessarily about being competitive. At least for me it never has been. It’s about wanting tension and conflict to drive the narrative.

                  E.g., I play a witch, you play a witch-hunter. The goal here isn’t to “win”, it’s to use our characters’ different ideologies about magic/religion/sin to tell a story. I might enjoy being captured/interrogated/blackmailed or put on trial IC just as much as I’d enjoy getting away with it and winding up your religious character, so the goal is obviously not competitive so long as we both have a clear understanding that we are not our characters, and this is all just pretendy-fun-times.

                  L. B. HeuschkelL FaradayF 2 Replies Last reply Reply Quote 1
                  • L. B. HeuschkelL Offline
                    L. B. Heuschkel @Kestrel
                    last edited by

                    @Kestrel Competitiveness is not the only reason people might prefer a PvP game, no. But then, as long as people are not being toxic jerkasses, does it matter, from a game design point of view? It’s not the people who play nice with others that we need to worry about as admins.

                    Personally, I’m pretty competitive. I prefer a PvE environment, but I am unable to stop myself from looking at word counts and whatnot. And because I have a strong competitive streak, I stay the hell away from environments where I might not be able to keep it under control – for example, despite being an equestrian in real life, I have never started in a competition. Wouldn’t be fair to the horse or anyone else, having to listen to me bitch about not winning.

                    Any pronouns. Come to Chincoteague. We have ponies. http://keys.aresmush.com

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

                      @Kestrel said:

                      I don’t think that liking PvP in a creative writing game is necessarily about being competitive.

                      It doesn’t have to be, but for a great many people it is.

                      Couple that with the extreme amounts of OOC bleed in this community and you get a very explosive brew.

                      Does that mean those people are bad players, or that PVE players are in some way superior? No.

                      But it does mean that, for me, allowing PVP in an open game with Internet Strangers is just not worth the headaches.

                      1 Reply Last reply Reply Quote 1
                      • MisterBoringM Offline
                        MisterBoring
                        last edited by MisterBoring

                        To add to the PVP conversation: I’ve met more than a few players in online RP situations (forums, MUs, and similar) who prefer PVP because they aren’t getting the kind of villain / conflict they are looking for from the PVE elements (be it stuff they run themselves or stuff run by other players / staff). In one particular case they felt weirdly selfish in trying to participate in the PVE conflict of the week.

                        Proud Member of the Pro-Mummy Alliance

                        1 Reply Last reply Reply Quote 0

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