How Perma-Death is Killing Cantr - An Essay
Posted: Wed May 29, 2013 3:40 am
Everyone knows that without conflict, there is no story, yet Cantr characters seem bent on eliminating conflict from their lives entirely. They are their worst enemies, actively scheming and plotting to conquer the one thing that makes their lives interesting, and when they do, they vigilantly guard the peace, doing their best to ensure that no conflict creeps back into their lives. The lack of conflict means lack of plot, and the lack of plot means lack of meaning, so these blissful characters almost always succumb to sleep, having no reason to wake.
And why is it this way? Why have we appeared to have developed a pathological aversion to the one thing that guarantees an engaging and interesting gaming experience? Because we're emotional cripples. If there is any chance what-so-ever that we could lose our precious character by trying to inject a little conflict into the game, we simply will not do it. Instead we tilt at windmills to try to find that thrill; OMG! That newspawn picked up a note instead of copying it! Or for those who completely snap from a lack of stimulation, go on a killing spree and wipe out entire towns for no reason.
It is a matter of having a ring in hand: I have this ring, it is precious to me. I could go and pawn my ring for cash and invest it, earning more cash and buying back my ring and make a profit...but I could also lose my ring; my investment could fail, or someone could buy my ring before I do. So I'll keep my ring safe. It's nice to look at on my finger...
So we all shelter our precious characters, hoping against all odds that someone else will come along and amuse us. And when serious conflict does come along, when some precious characters die and after we mourn, we remember those days of good story fondly...but don't we also wonder about the players of the villains? What kind of player is so unattached to his characters that he'd risk them so wantonly? Perhaps they don't really care about the game and all those characters they killed. They must be griefers! I bet they broke the CR!
And so we spin the web that the big ugly spider named Stigma rests upon. The web that no player who cares wishes to get trapped in. So we further lessen the odds of someone else amusing us. Lessen the odds that someone else will take up the conflict and drive the story forward, for even if they have the courage to put their precious character at risk, the thought of being disliked by the player community may snuff that courage like a wet towel on a fire.
And last but not least, I'll address the horrid specter Empathy. Empathy, the creature that makes a story a good story by allowing us to feel for the characters, yet is perversely twisted upon it's head in Cantr to ensure that the only thing anyone feels is good. The feeling that, "I won't rob this town/murder this person/fuel this conflict, even though I can, because it might make someone just like me sad" is the largest dagger in the heart of the Cantr storyline.
Most of what I said even applies to myself. I freely admit that I'm part of the problem. It is clear to me that the Cantr community has evolved this way because this is the only way it could have evolved. The mechanics and social structures, put in place over time, have guaranteed this. It's futile to change ourselves. We need to change the world around us to force us to adapt.
How?
I see two possibilities:
1) Introduce non-player induced conflict.
In whatever form this would take, I can't see it working. First, there is nothing in the game not done by the players themselves, and this would be a radical departure from the game concept. Second, any such conflict would have to be introduced by people who are also players, causing an inherent conflict of interest and all the suspicions and discord that go along with it.
Edit: This does exist currently to a limited extent in the form of animal attacks, and could see another neutral form in weather, however, these are too random and forgettable to drive a story by themselves. They are isolated incidents, not engines capable of driving a long-term plot.
2) Eliminate perma-death.
Players will be more prone to pawn their ring if they're guaranteed to get the ring back in some manner or another. If their investment loses money, and they can't afford to buy it back, they can always find a job to earn cash and save over time. I'm certainly not saying that there shouldn't be consequences for bad investments, just that that they cannot be absolute if we are to expect the players to participate in driving the "economy" of the game plot.
So, if we want players to put their characters at risk, if we want the stories in Cantr to get richer and more engaging, if we want to have any hope of increasing our player base, we need to get rid of perma-death. If a character's player is the only person that can end that character's story, then Cantr will truly open up the limitless possibilities that it advertises. If you really digest what I've said, you know in your heart I'm right. This is why we implemented the near death state. It was something we knew needed to be done, even if we couldn't say why in a concrete way. But we know it's not enough. Let's have the courage to take the next step.
And why is it this way? Why have we appeared to have developed a pathological aversion to the one thing that guarantees an engaging and interesting gaming experience? Because we're emotional cripples. If there is any chance what-so-ever that we could lose our precious character by trying to inject a little conflict into the game, we simply will not do it. Instead we tilt at windmills to try to find that thrill; OMG! That newspawn picked up a note instead of copying it! Or for those who completely snap from a lack of stimulation, go on a killing spree and wipe out entire towns for no reason.
It is a matter of having a ring in hand: I have this ring, it is precious to me. I could go and pawn my ring for cash and invest it, earning more cash and buying back my ring and make a profit...but I could also lose my ring; my investment could fail, or someone could buy my ring before I do. So I'll keep my ring safe. It's nice to look at on my finger...
So we all shelter our precious characters, hoping against all odds that someone else will come along and amuse us. And when serious conflict does come along, when some precious characters die and after we mourn, we remember those days of good story fondly...but don't we also wonder about the players of the villains? What kind of player is so unattached to his characters that he'd risk them so wantonly? Perhaps they don't really care about the game and all those characters they killed. They must be griefers! I bet they broke the CR!
And so we spin the web that the big ugly spider named Stigma rests upon. The web that no player who cares wishes to get trapped in. So we further lessen the odds of someone else amusing us. Lessen the odds that someone else will take up the conflict and drive the story forward, for even if they have the courage to put their precious character at risk, the thought of being disliked by the player community may snuff that courage like a wet towel on a fire.
And last but not least, I'll address the horrid specter Empathy. Empathy, the creature that makes a story a good story by allowing us to feel for the characters, yet is perversely twisted upon it's head in Cantr to ensure that the only thing anyone feels is good. The feeling that, "I won't rob this town/murder this person/fuel this conflict, even though I can, because it might make someone just like me sad" is the largest dagger in the heart of the Cantr storyline.
Most of what I said even applies to myself. I freely admit that I'm part of the problem. It is clear to me that the Cantr community has evolved this way because this is the only way it could have evolved. The mechanics and social structures, put in place over time, have guaranteed this. It's futile to change ourselves. We need to change the world around us to force us to adapt.
How?
I see two possibilities:
1) Introduce non-player induced conflict.
In whatever form this would take, I can't see it working. First, there is nothing in the game not done by the players themselves, and this would be a radical departure from the game concept. Second, any such conflict would have to be introduced by people who are also players, causing an inherent conflict of interest and all the suspicions and discord that go along with it.
Edit: This does exist currently to a limited extent in the form of animal attacks, and could see another neutral form in weather, however, these are too random and forgettable to drive a story by themselves. They are isolated incidents, not engines capable of driving a long-term plot.
2) Eliminate perma-death.
Players will be more prone to pawn their ring if they're guaranteed to get the ring back in some manner or another. If their investment loses money, and they can't afford to buy it back, they can always find a job to earn cash and save over time. I'm certainly not saying that there shouldn't be consequences for bad investments, just that that they cannot be absolute if we are to expect the players to participate in driving the "economy" of the game plot.
So, if we want players to put their characters at risk, if we want the stories in Cantr to get richer and more engaging, if we want to have any hope of increasing our player base, we need to get rid of perma-death. If a character's player is the only person that can end that character's story, then Cantr will truly open up the limitless possibilities that it advertises. If you really digest what I've said, you know in your heart I'm right. This is why we implemented the near death state. It was something we knew needed to be done, even if we couldn't say why in a concrete way. But we know it's not enough. Let's have the courage to take the next step.