[arg_discuss] [players] Communities and resources

krystyn at glitterbook.com krystyn at glitterbook.com
Thu Mar 30 19:41:01 EST 2006



On 3/30/06, despain at quantumcontent.com <despain at quantumcontent.com> wrote:


 >   So I end up feeling like I need to cater to them, but not let them get
    total control of the game.


It'd be like herding cats. Here's where I'll be brave: as a player, and as a
creator of two ARGs, I am not so sure massive gaming takes so well to
"control." I think if you're talking about in-game devices that provide
well-established borders and 'rules' for that particular universe, that's one
thing. But to attempt to actively dissuade a particular forum or group from
achieving particular results? That seems entirely anti-game to me.

 >   What would I like them to do that they aren't? Be more friendly to
    newbies, I guess. That's the short version.


"them."

I'm one of "them." I spend countless hours backchannel *and* publicly
assisting and encouraging new players to the genre. (And if I had to be
honest, I'd say that I do far less than *many* people at UF)

The community at Unfiction is constantly in flux, and will often seem to
highlight particular games into 'popularity' with how many active players seem
to be contributing to the forums and populating associated IRC channels. It
can be really daunting for a newbie, and a lot of the squeaky wheels can
sometimes appear to speak for the group. For all the noise, I can assure you,
there is a TON of signal happening underneath.

But just like a significant number of players will consider each game on its
own merits (I would guess, based on personal experience and near-daily
conversations with people in the UF community), it's probably also useful for
designers/developers/puppetmasters to view the Unfiction community as a bunch
of individuals who tend towards communal goals. AFAIC tell, there truly is no
hive mind of nastiness. Please don't let the few *very* disgruntled peeps
color perceptions of entire community. It feels unfair. I have routinely and
ecstatically seen, time and again, the communal spirit tip the scales firmly
to the positive side.

Perhaps it's up to "us", as game designers, to push the envelope even further,
and find ways to bring a rewarding ARG experience, no matter the players'
origins. I can understand expressing concern about the particular vagaries of
one online community, but to attempt to control those variables, or place an
expectation upon any player at that community to feel *obligated* to behave a
particular way feels *really* misdirected.

We're players because we like to play games.

Krystyn




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