Welcome Newbie,in this game you will be able to do.. NOTHING
Posted: Thu Aug 13, 2009 1:16 am
First of all I wanted to say thanks to the people who sent me PMs saying they support "new" ideas for Cantr, and read my posts and the discussions generated around them with interest, even if we sometimes get a lot of flak from conservative players who don't want to hear about any changes that could affect their established character or playing style. Thanks all, and sorry if I didn't respond to your PM individually.
Now straight to the topic here, inspired by recent suggestions about a new newbie island/area, I would like us to think more broadly about Cantr's promise and its reality. It's normal for promises and realities to be a bit different, but let's all pretend for a sec that we're new players, and we just read the main page where the blurb told us:
"... you can try to play the worlds most famous politician, most feared criminal, most cunning military commander, most wealthy entrepreneur, or most beloved village idiot. Any role you can imagine you can play in this game and the challenge is in playing it consistently, and in achieving the goals you set for your characters individually."
Very exciting. Sign me up. OK, I am there - but what do I see, as of today's state of things?
That you can't do any of the things it said you could. You just can't. What you can expect to do is "get a job", extracting resources for one of those established characters, and then you can wait for a long real-life time "earning" yourself a shield, a sword, a car, a ship. That's if you're lucky. If not, there's utterly nothing to do at all. But surely, once you have the items, then the exciting gameplay will start (so you think). You will be able to DO things, then! Too bad, that, no, it won't and no, you won't. Like the older players you are working for, once you get there you will get even more bored once you're among the "have's" instead of the "have-nots". Don't get me wrong, this is not about bashing Cantr at all. We are just being realistic about what is possible for a player in this game under the current system.
I have a question for you, then. What should we be teaching to the newbies? Sounds simple right? Only it's not.
We could show them all about the "tech tree", what gets made with what and how long it all takes, to make them pull out their calculators and face the marvelous reality that they can expect to have that pimping sports-car they imagined riding - in about 2-3 real life years of playing, etc. So let's not focus there.
We could tell them everything about ticks, which are the parasites you get if you're in the right place at the right time, and how you can enjoy cantr-style encephalitis afterwards when your head swells up to enormous proportions, thanks to staying up all night babysitting those ticks. Oh, and once you get the encephaltis, you win. There are some who have even become chronic winners, maybe you, newbie, are next? On second thought, no, let's rather not go there either.
We can go on and on, but really is there any point? Every aspect of the mechanism, looked at separately is irrelevant and boring. In the back of your mind you know that's not what we should show or explain. We should instead show the newbies what makes the few successful players so addicted to their game: the act of inventing a character, and then playing out that imaginary role despite all the clumsy game mechanics and despite the boring surrounding characters. Playing it out honestly, until the end - happy or sad. Really, for such players, it wouldn't much matter if there was a global reset and all items and buildings and things got deleted. Naked and vulnerable, they'd still do the same thing they always did, carry on in their head and in the Cantr world the little imaginary story.
Cantr, when you really play it, is basically a love affair between two or more players (and it doesn't matter if the character's interactions have the exact opposite format). What I mean is that it's always a few nicely entangled stories that a few players have run together and made even more complex and fun in its greatness or its tragedy - by putting something of themselves into their characters. All the rest of it is just boring numbers in a database that truly mean nothing.
I didn't write all that to make players who enjoy "winning" (let's just call it that) feel bad about themselves in any way. You're playing the "town leaders", the people who everybody is "working for" to earn that ship or house, and your game is to gain "power", which you measure by resources, connections, people in your employ etc. You are the conservatives who have "investments" in your characters that have to be respected.The point of this long post is to see that thanks to you, Cantr has something like a "society", however fake it is, there we have it. Could it be better, more interesting, more complex? Sure. But you prefer it this way, because you think newbie players are your cheap expendable workforce, most of whom (you reason) will die from starvation or heart attacks (neglect) before turning 25 anyway. The reason they come into the world is to work for you for a short time, increase your resource pile a little, and then the player quits and is never heard of again. Let's be realistic, that's what happens to 80% or more of our new players!
But please, what's the point of learning about that tech and production tree etc. for the faltering Cantr newbie, who thanks to you will inevitably discover that there is nothing for him to do in this game. Being somebody's worker gets old fast, we all know it. And that's all you do as a newbie in Cantr at the moment. That's our deadly, newbie-killing problem, that we still haven't even faced properly, being (as older players) in total denial. Our heads might be full of foggy thoughts like "well I survived it in my day, so should they!" - but what for? So they can become "town leaders" in their turn or what?
The time for being happy conservatives is unfortunately long past. The English areas in the game are dying. A (pointlessly) complex game system and the draconian reality at most locations that as a newbie you !!!CAN'T DO ANYTHING!!! (come on, ProgD, alert!), have played an important role in this. The idea I want to leave with you from all this is that we should teach newbies how to have real fun in Cantr: by disregarding the clumsy mechanics and being imaginative. And that we should be carefully putting incremental changes into the game's mechanics that are effective at improving the situation, regardless of who's in-game toes it steps on.
Now straight to the topic here, inspired by recent suggestions about a new newbie island/area, I would like us to think more broadly about Cantr's promise and its reality. It's normal for promises and realities to be a bit different, but let's all pretend for a sec that we're new players, and we just read the main page where the blurb told us:
"... you can try to play the worlds most famous politician, most feared criminal, most cunning military commander, most wealthy entrepreneur, or most beloved village idiot. Any role you can imagine you can play in this game and the challenge is in playing it consistently, and in achieving the goals you set for your characters individually."
Very exciting. Sign me up. OK, I am there - but what do I see, as of today's state of things?
That you can't do any of the things it said you could. You just can't. What you can expect to do is "get a job", extracting resources for one of those established characters, and then you can wait for a long real-life time "earning" yourself a shield, a sword, a car, a ship. That's if you're lucky. If not, there's utterly nothing to do at all. But surely, once you have the items, then the exciting gameplay will start (so you think). You will be able to DO things, then! Too bad, that, no, it won't and no, you won't. Like the older players you are working for, once you get there you will get even more bored once you're among the "have's" instead of the "have-nots". Don't get me wrong, this is not about bashing Cantr at all. We are just being realistic about what is possible for a player in this game under the current system.
I have a question for you, then. What should we be teaching to the newbies? Sounds simple right? Only it's not.
We could show them all about the "tech tree", what gets made with what and how long it all takes, to make them pull out their calculators and face the marvelous reality that they can expect to have that pimping sports-car they imagined riding - in about 2-3 real life years of playing, etc. So let's not focus there.
We could tell them everything about ticks, which are the parasites you get if you're in the right place at the right time, and how you can enjoy cantr-style encephalitis afterwards when your head swells up to enormous proportions, thanks to staying up all night babysitting those ticks. Oh, and once you get the encephaltis, you win. There are some who have even become chronic winners, maybe you, newbie, are next? On second thought, no, let's rather not go there either.
We can go on and on, but really is there any point? Every aspect of the mechanism, looked at separately is irrelevant and boring. In the back of your mind you know that's not what we should show or explain. We should instead show the newbies what makes the few successful players so addicted to their game: the act of inventing a character, and then playing out that imaginary role despite all the clumsy game mechanics and despite the boring surrounding characters. Playing it out honestly, until the end - happy or sad. Really, for such players, it wouldn't much matter if there was a global reset and all items and buildings and things got deleted. Naked and vulnerable, they'd still do the same thing they always did, carry on in their head and in the Cantr world the little imaginary story.
Cantr, when you really play it, is basically a love affair between two or more players (and it doesn't matter if the character's interactions have the exact opposite format). What I mean is that it's always a few nicely entangled stories that a few players have run together and made even more complex and fun in its greatness or its tragedy - by putting something of themselves into their characters. All the rest of it is just boring numbers in a database that truly mean nothing.
I didn't write all that to make players who enjoy "winning" (let's just call it that) feel bad about themselves in any way. You're playing the "town leaders", the people who everybody is "working for" to earn that ship or house, and your game is to gain "power", which you measure by resources, connections, people in your employ etc. You are the conservatives who have "investments" in your characters that have to be respected.The point of this long post is to see that thanks to you, Cantr has something like a "society", however fake it is, there we have it. Could it be better, more interesting, more complex? Sure. But you prefer it this way, because you think newbie players are your cheap expendable workforce, most of whom (you reason) will die from starvation or heart attacks (neglect) before turning 25 anyway. The reason they come into the world is to work for you for a short time, increase your resource pile a little, and then the player quits and is never heard of again. Let's be realistic, that's what happens to 80% or more of our new players!
But please, what's the point of learning about that tech and production tree etc. for the faltering Cantr newbie, who thanks to you will inevitably discover that there is nothing for him to do in this game. Being somebody's worker gets old fast, we all know it. And that's all you do as a newbie in Cantr at the moment. That's our deadly, newbie-killing problem, that we still haven't even faced properly, being (as older players) in total denial. Our heads might be full of foggy thoughts like "well I survived it in my day, so should they!" - but what for? So they can become "town leaders" in their turn or what?
The time for being happy conservatives is unfortunately long past. The English areas in the game are dying. A (pointlessly) complex game system and the draconian reality at most locations that as a newbie you !!!CAN'T DO ANYTHING!!! (come on, ProgD, alert!), have played an important role in this. The idea I want to leave with you from all this is that we should teach newbies how to have real fun in Cantr: by disregarding the clumsy mechanics and being imaginative. And that we should be carefully putting incremental changes into the game's mechanics that are effective at improving the situation, regardless of who's in-game toes it steps on.