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Heheh after reading your post inayity I can see that my choice of the term "dud" was unwise. I was in a kinda bad mood having just wasted several hours and I guess I was just looking for a place to rant about it. I should have taken more time to compose my thoughts. It was not intended to be an endorsement of a judgment panel to lay down criticisms against hard working world builders. And I don't believe it necessarily would lead to that perception if implemented properly. Rather I was thinking of providing a venue, where player perspective would rule, for the purpose of producing constructive, intelligent, and generally agreed upon feedback specifically directed to the builders who could and would ultimately benefit themselves and therefore the community.
In order to facilitate that sort of analysis I think it is important however to point out specific game world examples. Examples are far easier to talk about than are philosophies. I am not suggesting worlds simply be presented as a laundry list of faults. These crippled worlds I am referring to are those that are for the most part very well done, creatively planned, well staffed, present attractive stories, with decent player bases somehow struggling thru, enjoy sound scripting, and overall have far more good things to point at than bad things. And any such segment would neccessarily need include the really best aspects of them along with their faults. The segment I had in mind would not be useful without that and could very well devolve into the bully pulpit you alluded to. If there is nothing good about a world, then it is not worth evaluating to begin with. Still the focus needs to be warped towards its weaknesses. If it isn't broken then it does not need nor should it be fixed, yet to address existing problems the broken aspects need to be identified specifically if you expect to be able to repair them. We have the AME and vault voting systems which highlight the best, and they are both player opinion based. What is needed is that missing link which supports those mods somewhere between the greatest and the worst that get little to no attention at all. Those are the mods with the greatest amount of lost potential as I see it. Player opinion coupled with builder response can raise them to their due position among the best ever.
I also feel there must be a follow up portion to the segment to go back and review how the building community chooses to respond to the suggestions presented and criticisms levied. The idea is not to shut down any environments, on the contrary the purpose would be to build them up with a fresh set of new and better ideas and alternatives to incorporate into them. Thus they must also get a chance to redeem and showcase how responsive they are to those who in the end are the most important people involved -- the players. And if they don't then IMHO they are truley duds that deserve the losses they might suffer because somebody stepped up to point out their weaknesses. I have been active in this community for over five years now and I am far more optimistic about the people in it than you seem to. I think the vast majority of them are capable of recognizing an idea like this will be opinion based but will still be intelligent, capable, and mature enough to take the discourse with a grain of salt. I think most of them are willing and indeed motivated to see it as a beneficial effort. Sure we have see our share of bruised egos and forum trolls from time to time, but you never get rid of those entirely. Most of us have also seen at least some of those very people rebound and respond in a perfectly respectable manner. I imagine some would berate the idea as a judgement panel but I have no doubt that most will not. In fact, the podcast is perfect in that regard since it is a moderated setting and therefore highly unlikely to deteriorate into a flame war like you often see in forums and other online free association style places.
Let me give you a better idea of the motivations that inspired me to think up this horror. The reasons why I see it as a missing link in the NWN community and why the podcast is an appropriate place to help address it. My recent foray for a new server made me realize that there is a growing disconnect between builders and players. Maybe it isn't real but that is how I am perceiving it. Over the last two years or so with all the new custom content and game updates being pumped out the variety of options available to builders has just exploded. I see most every builder as a person with a wonderful vision but too many, presented with all these options have been drawn into sometimes monumental efforts to produce greater world realism. This trend would be excellent except for the fact that their visions are more and more attuned to the realism of the world, and somewhat less considerate of the fun factor given to their potential players. To be fair it is not simply the content additions driving this, certain elements in lots of mods have been suffering this for some time now, but to me it seems to be more pronouced as of late. Probably due mostly to my recent experiences. Nor is it fair to say every builder has been caught up in it or that those striving for the extra realism are ignoring player desires either. But nevertheless, I do see many worlds being damaged by the "world at the expense of fun" concentration. It is a subtle thing. Not at all encompassing of the entire module just little things here and there that for players build up that frustration level and eventually erode the community player base. Mostly dealing with rule systems employed to support the quest for realism and a certain but understandable "my way or the highway" attitude of builders. To make matters worse, these additions have, to a small extent anyway, complicated building even more than it already was. I can point to the horse and wing/tail additions as fine examples. Increased complexity to implement or suppress and sometimes no real player oriented purpose for adding them in. Suddenly lots of modules had jousting and mermaid tailed humans running about. Wicked, but ho humm. Builders spend lots of time thinking up their systems and the more complicated they are to develop, the more proud they are with them when they achieve their plan. And righteously so, they all deserve it every last one. But it does make it more difficult and sensitive to forward criticisims of them about the details and mechanics after they have spent so much effort getting it all to work the way they wanted. Nobody likes to spend huge amounts of time and effort perfecting anything only to find it not as well received as they expected. It is demoralizing and understandable to have a level of resistance to making changes after the fact, or even before. I have felt this myself and am equally guilty. But there is good news too. Most of the issues players have are I believe fairly minor. They like the grand plan but not necessarily every detail of the mechanics they must deal with on their end. That is how I am about it.
One of the main fuels for this problem is the fact that builders plan their visions without much knowledge of what players actually do prefer and hate. They must make speculations about what players will enjoy. It simply isn't available to them to find out until it is too late and even then many players do not bother to say anything. Maybe exactly due to the flames opinions tend to ignite. They either adapt to the idiosyncracies or bail alltogether. Only the most dedicated players show up in the game world forums to voice an opinion, most go unspoken and unheeded. It is a fairly rare thing to see a builder show up, at least in the Bioware forums, during mod development and ask players what they want. Even when they do, often it is other builders who answer by stating how they handled it...useful but devoid of the player's perspective on the matter. I'd also point out that those posts typically end up running several pages, so obviously it is incredibly important to have these discussions. This is where the podcast can step in to provide a general place for general preferences of the players to be voiced, analyzed, and to formulate solutions and suggestions how things could be easily tweaked to alleviate the issues if not eliminate them completely.
Couple of quick examples about what I'm saying. First is the fugue plane model. Some like it, some don't...that isn't important. For me sometimes I like it and sometimes I don't -- it depends on my mood so I like having the choice to play a mod that utilizes it or one that doesn't. Last weekend I stumbled across two modules with very different takes on the overall fugue plan, but both had the common problem of horrible mechanics. I won't mention which servers, if you've played them you probably already know that. I'll simply describe what I experienced and let you decide how much or even if the builders were really thinking about the fun factor for their players when they did this.
The first module had it so that when you died you got sent to a fugue area. You could wait to be rezzed by party members etc or you could choose to leave with a penalty. Pretty standard faire. Unfortunately, the builder decided it was important for you to have to wait for 5 real-time minutes before the option to leave would be available. Now I was playing solo at the time so maybe that's what got to me but here's what I mean by the fun factor. The fugue area is not very exciting. There is nothing at all fun to do there. Yeah I suppose if you enjoy exploring areas then the first few times you die you have something minor to do. But after awhile of playing it becomes unbelievably tedious. So I had to wait an entire five minutes before I could get back to the game. I did absolutely nothing but stand there waiting. I went to grab a soda and take a leak and still had to wait when I returned. There were a few ghostly creatures I could watch random walking, maybe dance around with, but that was it. They didn't even have convos to check out. All the fun I was having drained slowly away. Next time I died, I just left. Here we have a simple mechanical rule added that makes no sense in terms of fun. Yes in terms of realism it is logical that one who dies should not be able to spring back up for 100 bucks, death must be a real consequence yadda yadda, but the point is not to be real, it is to have fun. And this mechanic prevents that from happening. At least they provided the option to return to spawn point or death spot, so it did have a good feature to its credit. Solution? I have no idea. I would want to discuss and brainstorm alternatives with other players before coming to any conclusion. If you really want death to be real, maybe forcing them to start a new toon or reset their toon back to zero XP square one would be a better and funner method to accomplish it. Do that and I guarantee players will really start to be cautious and respect it, if that is truely what you want to force their behavior to reflect. Maybe giving them some very difficult quest to perform while in fugue to earn their way out would work better. But one thing I am adamantly convinced of now is that forcing players to wait in a completely idle state is not it. I won't play there until this is fixed.
Ok, the second module approached it quite differently. And IMHO this is the worst fugue plane I have ever seen although at least there was no wait to endure. You arrive in fugue and there is the obligatory monolith there which gives you all the info about what fugue is all about. Something you read once then never check again. I would have preferred an animate creature of death but no biggie. This one tells you everything you need to know except where to go to get out, the most important fact you need to know to get back to the fun of actually playing the game. A real killer for first timers. Now this area is probably 15 tiles long at least and has some minor features like walls and dead ends to sort of guide you to the other end. Again there is nothing at all in the area to do except read the monolith and walk around. It was also extreeeeeemly foggy, very dark, and hard to navigate because it was simply too hard to see where you are going...again not a real biggie, just a tad annoying to have to navigate it using the minimap. Anyway, you wander around until you find two doorways across the area at the other end FIFTEEN tiles away. Both lead to the exact same place and are not more than a tile away from each other. There is no other way out and no features other than the monolith. When you go thru the doorway you end up in this enormous 30x30 area completely barren of anything at all except a crushingly dense fog layer. No walls, no pits, no placeables, just floor everywhere. And no indication what direction to go whatsoever. No lights. Nothing. You are in the lower right corner and wayyyy over in the opposite corner diagonally (remember THIRTY tiles by THIRTY tiles in size), is a portal that finally takes you back to the spawn point. I was fortunate enough to surmise that being placed in the lower corner that the exit might likely be in the opposite corner. But had I not realized that, who knows how long I would have wandered around in there...again doing nothing at all. I died several times on this server and sometimes I was encumbered so I could not run which amplified the frustration factor to legendary levels. This place was so strikingly unfun I just can't imagine what the builder was thinking at all. It took almost as long to walk the distances across two barren areas to return to play as that other module that forced me to stand there for five minutes. Maybe it's just me but I don't think the player was considered much here to any extent. This one is also so simple to fix it is laughable. All you have to do is make it only one area instead of two and shrink the size of it down some. Maybe add in some directions, definitely some lights, and a couple of other features if you want tho that would not really be necessary...after all it isn't an area designed to have fun in. This is precisely why you want your players out of there as fast a possible if you expect to make it fun for them. And just to further this ridiculous scenario there were rules on the server stating that you are not allowed to log out while in fugue. Yeah right, I bet everyone observes that one. Perhaps you can give them some task to perform before they can leave I don't know, but the current solution is crap. From a realism perspective I did indeed feel like I was dead floating along in a vast emptiness believe me I most assuredly felt dead, but fun?...not a chance in purgatory. All it boiled down to was annoying mechanics forced onto the players. Want me back? fix it.
Second example is how new players are handled. Again I'll just tell you my experience and let you decide if there was a builder-player disconnect here. Imagine you start a brand new toon and the first quest you come across is so challenging that you have to drink all three of the CLW potions you are given to start with. The fact that the quest is difficult is not important at all in analyzing how fun its design is. When you finally complete it you add everything up and find that you've gained about 200XP and 100GP worth of goods. I died a few times and was penalized additionally about 120 XP and maybe 75 GP in respawn costs. Then I went to the store and found CLW potions cost 50 GP each and healing kits +1 were around 150 GP. Death would heal you up but not give you your spells back if you were a caster. This server also had unreasonably restrictive resting rules so you had to pay extra to rest in an inn, bling bling buy a room key, and also it puts several negative effects like ability and movement penalties every time you rest. To get rid of these you had to eat something after every rest, and yes you guessed it, they jack you for some more coin. Nice selection of food items tho. AND, I almost forgot, you can't rest even in the inn until fourty real-time minutes (might have only been 20 I forget) have gone by since your last rest. Now with an economic situation like this it is very hard to succeed and advance your toon. You are running a massive gold deficit and gaining very little experience in return. If you die at all you can't even try again until after you wait an eternity. At least you can run around role-playing a little to break up the monotony, but the main fun thing you play for, advancing your toon, is nearly impossible. You cannot even afford to restock your CLW supply or get better equipment for a retry. And this is the very first quest you find!! The battles being hard is not that big of a deal to me, but after it is all over I sure felt as if all that effort I went to was nearly pointless in the overall picture. Realistic? Sure maybe. Fun? Not much for me. Solution? Well I would advise that the first quest a new player runs does not necessarily have to be easy, but it should be excessively successful to give them a fun "boost" to get them rolling and wanting more. Again, easy to fix minor mechanics that consider the player fun factor. It wasn't there so I left.
Here's a fairly interesting yet unfun one I encountered years ago. You gain enough XP to level up but before you are allowed to, you have to perform a job for your home town. I think home town determination was race or alignment based. These jobs would be things like lugging buckets of water across several maps from a river to a well or taking a turn standing guard at the main gate for 10 or 20 minutes RT. You had your choice of jobs and the idea behind it I thought at the time was quite unique and interesting -- from a builder's perspective. Then I went and played it and wow did I hate those damn jobs. The buckets of water were giant anchors that slowed you to a crawl. It took an eternity to lug the quota of 5 or 10 trips, whatever it was. back and forth. The distance to the well was way too far and I ended up spending more time doing the job than getting to the next level after I complete it and leveled, which by the way I began to dread. Oh no, pretty soon I won't be able to play anymore became my main focus. I actually wanted to achieve less and less XP as my toon gained levels. The guard post job was even worse. You had to remain in a fixed area that was not marked at all. The land contour was your only guide as to where the guard post was. The time you had to spend there was entirely too long and you had to keep moving for the time to even count. I found at first that as I ran around not really knowing where the extents of the post were that much of the time I spent literally running around in a circle was not being counted because my circle extended beyond the unmarked post borders. So I spent even more time than I needed to doing this silly unfun circle jerk. And the worst part of the whole episode was that I knew for certain the entire time I was "patrolling" that the post would not be attacked while I was there. It was completely pointless, and therefore not fun in the least. I haven't been back there since so I don't know if that was ever fixed or not. They simply lost me as a player period. And that was an idea I originally liked alot -- it is endlessly creative, but mechanically unworkable. The plan was to slow down levelling but the only thing that slowed down was the fun game play I joined to experience.
I won't bore you with other similar worlds and scenarios I ran because I think you get my point. There just doesn't seem to be a whole lot of player consideration out there these days. All the servers I played were really beautifully detailed and the map layouts were outstanding I had no major problems with those things. The vast arrays of very interesting and beautiful items and equipment is wonderful. None of them lagged and scripting worked just fine. Players I met there were great to hang with, overly friendly and helpful as usual. Obviously well thought out worlds but mechanically lacking here and there. A podcast segment that focuses on stuff like this from a player's perspective would be a good thing to add I think. Not to shut down or berate crappy worlds, but to enable a mindset shift to propagate the fun factor back into them. Not to make them easy or power gaming places, just to tweak a few inconveniences that players don't particularly enjoy. Not to tell builders what the right way to do things is, but to help them identify the wrong ways that damage their astonishing visions. A means to put more butthairs in gaming chairs so all that amazing new stuff doesn't go to waste just for the sake of having it in there. And the first step would be some place players could participate more in the planning effort and builders could reference to get a feel for what players really do and don't like about their plans.
Plus it would afford the podcast more opportunities to include players in their broadcasts thus broadening its perpective and appeal as well as that of the whole community by extension. I doubt there is a single member of the podcast team that wouldn't find that prospect attractive and I'd wager many listeners would feel the same about it too. It is this aspect of the podcast idea that I think is its greatest asset.
Just my assessment and where the suggestion came from, you can take it or leave it.
Last edited by Axe Murderer on Thu Aug 27, 2009 6:08 pm, edited 1 time in total.
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