I fell off of MUs a couple of years ago. I keep up on this forum to see if anything catches my attention (and for the hot goss when I need a mental palette cleanser at work lol). I’ll occasionally give something a try for a few days, but so far, nothing much has managed to keep my attention long enough for my limited energy and time to go towards it.
@ham said in When is the last time you played?:
Something could be the coolest, best, most interesting theme in the world, but if someone doesn’t engage with it, they’re going to be disappointed. I’ve had some of the most fun on games with themes that aren’t my favorite at all.
We’ve all seen the “waves” come and go, and honestly it comes down to the fact that a large amount of folks don’t take initiative to engage beyond “oh hey this is new and everyone’s here.” The amount of fun we have on these games is really pretty largely up to us, and it doesn’t require newness or hotness. It requires effort.
Of course if things don’t grab us, there’s no reason to force it, but this take has always been weird to me. Even in the “heyday” of MUSHes, you had to engage. Maybe we had more time or more energy or whatever the case may be (I certainly understand that for my own self), but the way to hook in has always remained the same.
Bolded for emphasis, but I think this is probably largely the problem, and it’s something I’ve seen in RPE and RPI MUDs, as well as Tabletop RPGS - the expectation that the vast minority (staff, creative players, GMs/DMs, etc.) will exist as load-bearing structures for the entire cognitive workload that goes into creating cool stories.
Which I understand.
Folks (today and historically, in my experience) want to consume content, but they don’t necessarily want to create it (or they don’t think they can). Players won’t play an RPI if it’s “dead” (ie, doesn’t have more than 10 people on during peak hours) or unless there’s "Metaplot: (ie, Staff creating plot and events) to go alongside their MMO grinding. Players in TTRPGs frequently won’t try anything but the standard “Spoonfeed Me A Story” games like D&D, unless you drag them kicking and screaming into a more collaborative game.
I don’t really know of a way to accommodate for that besides pushing for cultural change. I’ve seen people mention incentivizing this behavior, and that might work. But I also think people will tend to see it as “unfair” that someone “gets an edge” over them for creating plots, or will see it as a form of gatekeeping. Which is fine, it just means you have to be willing to tell the people who complain about that “hey you are welcome to play here, but we aren’t changing this, so you probably should either learn to adjust to this, or find a new game”.
I never had any real trouble finding fun on games, because I make my own. It’s moreso that very little draws my attention in anymore, or feels worth the time investment to get involved with, in an increasingly stressful and exhausting to navigate world. So I’d rather just do a little one shot for my friends, or work on a campaign, or something.