THE N E S T (
onemind) wrote in
integrating2016-07-13 06:13 pm
Entry tags:
STATE OF THE GAME - JULY EDITION
YE OLDE STATE OF THE GAME
Hi friends! We've been tentatively planning a State of the Game for a while now, but given the concerns over the current mission log we thought it might be best to tackle this now. We want to hear what's going right for you with the game, what doesn't work as well, and any suggestions you might have both in the long and short term!
Further, if you want to jump in and skip past the rest of this to provide some general feedback, feel free to. The section below is some directed spitballing in reference to mission logs and general game mechanics that has been on our minds; while we'd love direct feedback in relation to this, don't feel obligated to work through it if you don't have the time or inclination!
As always, thank you for your enthusiasm! We look forward to your feedback.
THE LONG OPTIONAL PART
If you have Abby on plurk, you've probably seen some brainstorming and discussion happening there between us (Abby and Donna) and some helpful players. In general we feel the current mission log, while brimming with potential, hasn't quite managed to hook the response desired from players. In an attempt to build momentum and give Concordia a slightly more directed feel, we made the executive decision to largely handwave the IC planning stage of the infiltration and bout it out missions, prefering to leave organization to OOC brainstorming and coordination. In retrospect (and in casually talking to a few players), we feel that was probably a mistake on our part. While we wanted to emphasize that the mission was very open to interpretation and approach, we feel that especially with the Infiltration Objective we probably gave everyone too much freedom and that may have resulted in a lack of organization and made the objectives difficult to approach. Basically: OOC planning is boring for everyone involved and rather than expecting everyone to get their ducks in a row OOCly so we could jump straight to the action, it may have been better to give everyone time to work through these thoughts on an IC level instead.
Right now our thoughts for tackling the current mission are this: We'd like to do a slightly backdated IC 'network' thread instead of simply handwaving at the top of the log description as it currently is described in the mission log itself. Our current thought is a sort of 'check in' through the mental link from Carata and Nirad early in the day of the mission, giving characters a chance to discuss what they've learned, what they've done, and how they think they'd like to approach the missions from that point in character. This would gives characters time ICly to work through the plan and figure out who they're teaming up with, what they're doing and how to approach problems in a more dynamic, organic environment than asking players (and mods) to do it OOCly. We hope this will make the Infiltration end of things a little more directed and easier to play. For the Bout It Out end, we plan to top level Kun-Kun for the final round of the fight. Originally we intended to let the log play out longer and then eventually thread jack an existing top level for this, but think that simply top-leveling with Kun-Kun or his reps might be the more effective approach at this point.
All this said and done we definitely don't want to skip past the objectives because they have a lot of potential and we have a ton of faith in you, the players, for being creative and doing awesome things with them. If it comes down to needing to handwave and move on, that's understandable and workable, but we'd prefer trying to recalibrate and give it a little more time first. Given how many of our tiny playerbase have been on official or unofficial hiatus, this seems like the least invasive way to do things for now. We'll be doing as much patch work as we can to make this run, but we'd love feedback for how we can run objectives like this more smoothly in the future. Is there too much freedom? Would it be better to have events like this more strictly 'on the rails'? Would you prefer IC planning to OOC planning or would you just prefer OOC planning be more directed (ie ' this, this and this MUST happen' instead of 'you can do anything! there might be complications though!')?
In general, we feel like we've done a not great job at emphasizing the fact that players are more than welcome to make up and mess around with the world as they desire, including creating NPC randos of their own. We feel this failure on our part has manifested really strongly in this log especially. We've given you a huge world to play in and a lot of flexibility, but have done a poor job of making sure players feel comfortable with that level of freedom. Right now we feel like the mechanics we've set up instead are encouraging players to wait for mod-driven NPC involvement/direction as opposed to driving events themselves which is definitely not our intention. For one, it makes things boring for you! We want your characters to have the most agency in this world; two, we have rather limited schedules and don't want to limit your play on our availability.
So then the biggest question we have for you guys is what can we do to help you feel more comfortable taking control? Is it something we can do ICly or is it something better articulated OOCly? Should we provide you with more setting information? Less? Would it be good for mission runs to have a section of 'what you can learn' so you can more effectively interact with the world without needing to turn logs into massive ten character threads? By and large, we're committed to creating interesting framework for you guys to tell stories in but ultimately we want you guys to be driving the direction, action and momentum of them. We feel thus far we haven't been doing a stellar job of that. Anything we can do to help you tell stories more effectively is our priority, so if you've got an idea for this specifically please do share. Currently one option we're spitballing is the possibility of giving a bullet list of hard-fact current-mission relevant 'clues' your characters could get from NPCs, hacking, etc, that could be used in threads if you feel it's relevant to your character, but we're sure there are other ways to approach this too and we'd love to hear your thoughts.
As always, we also wanted to take the time to thank you for your patience and enthusiasm. We love this game and love everyone we've had the opportunity to play with. We feel like Station 72 is a pretty unique experience and despite the learning curve and the challenges of running such a small, tight knit game, we've ultimately found it incredibly rewarding. You guys are awesomely creative, super enthusiastic, and have been very patient with us as we figure out what the hell we're doing. This has been a great, collaborative experience so far and we look forward to coming up with ideas together to make it even better for everyone.
Thanks all!
CONCORDIA MISSION: OVERVIEW • DAY :008 - :013
NAVIGATION • PREMISE • FAQ • RULES • GLOSSARY • SYMBIOTIC SKILLS • ABILITY POINTS
NAVIGATION • PREMISE • FAQ • RULES • GLOSSARY • SYMBIOTIC SKILLS • ABILITY POINTS

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But that being said, judging from what I saw about the two missions and participation on my end and what was being planned I felt the Bout It Out missions really allowed themselves for that sort of free for all of Avera, and how unplanned that could be.
The issue I found myself running into on the infiltration side was that there was so much, both IC and OOC, that needed to be bounced around, and there being a particular set of things that had to happen cancelled out that free for all nature that we used on Avera. With Avera, we could be very like my character, either way, is going to X place, what will they find??? Who wants to run with this??? And people could come and go as they felt like around those escapades and we could work with the ramifications of other people's actions in a round about way. It didn't need a lot of planning, and you were wonderful in givings us lots of info about things that could happen and we could choose to interact with or not. But in the case with infiltration we need to do particular things and everyone needs to be on the page with what everyone else is doing and what their outcomes are to do X thing. Basically there was a lot of OOC planning required and it didn't quite lend itself as easily to a free for all. I know at least for me when I sat down to write a top level for it I would get very like "wait, how should I break this all up? Where are people going first? Is my character present for this, but didn't a bunch of people want to do that, ahhhh" and I ended up feeling overwhelmed with the amount of things because I felt like it was something that would be approached really precisely as opposed to being very free for all and that I needed to work that in across the board. Though also on me: playing a character requires a bunch of info dumps, so that probably didn't help it much, but also they didn't quite lend itself to being as organic in like thread flow or even beginning threads as it might of? Basically, tl;dr having it that open left it really difficult to know the best way to approach planning or how my character was approaching planning and where I should really begin with something like that.
Which I think having some process of designation would help when dealing with missions like Infiltration just to get the ball rolling? Whether that's an IC post or an OOC sign up for this aspect or that, etc, etc. In this case, I do feel a certain amount of specifics do help as far as people in places go. With the type of game this is, we luckily still have a lot of freedom for people jumping into threads and going from them as well, so yeah I don't think it needs to be a lot, just something to help cut it down into smaller sections, sometimes (!! not for every mission, stresses that a million times ah ) I think would assist.
TL;DR I THINK yes an IC post would really help to get things moving! Or alternatively in future missions like Infiltration, maybe some sort of system in which more fiddly missions are broken up into aspects of like "X, Y, Z, please throw yourself at which one you'd be interested in especially / character will be present for" as a starting point so that people don't get muddled too much with what's happening. Not so much "on the rails" but just as a beginning movement.
Ack, right, I hope this was helpful, and as ever I am having a blast! TY so much, I love the heck out of this game.
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