Re: Why Cantr failed
Posted: Wed May 02, 2018 6:10 am
If not done for everyone that would be useful for players at least to see what happened while offline
A forum for discussion about the PBBRPG Cantr II
https://forum.cantr.org:443/
Taking your two points as one, I have become increasingly aware of OOC influence in the game, as well. I'm not sure if it's the same as yours, curious, because I really don't quite understand what you're saying. Here's what I see happening, though.curious wrote:I'm bumping this because for some odd reason, the game always seems to be a little more active when it's 'live' and right now..? My game sucks balls..!! Yes, I am aware I have supported the game in this thread in the past but, I have changed my mind now.
Two points:
I am struggling with a couple of characters because what 'I' know OOC, they clearly don't and separation of these two sources of knowledge is becoming plain annoying... and
There is an increasing evidence base of what can only be viewed as some kind of 'player dislike' in the game now and I don't like it. Sure, you can 'hem and haw' all you like about this being vague but, it will/should make more sense to some than others.
Moonflame wrote:This is not CRB, it's how the game is played.
I, actually, don't agree that they are trying to "win" at Cantr. I think they are just gifted role players for whom exceptional role play comes effortlessly (or so it seems) and who love having an active story line and want to play it as much as possible. I greatly admire their skill and I don't begrudge them their active voices. It's just the fact that they seem to be favoring each other's characters over other characters that bothers me.curious wrote:Currently, the game seems to have a critical mass of players who... have to be the best, the smartest, the 'loudest' (by that, I mean have the strongest presence) and so on... they are essentially trying to 'win' a game that doesn't have a high score or a finishing line.
If there are conversations and/or some kind of encouragement taking place about this 'winning'..? Those 'have' to be taking place OOC.
This makes a lot of sense.Moonflame wrote:This is not CRB, it's how the game is played. Kudos Roses for bringing up your points, they deserve their own thread.
I expect it is rare that a player is deliberately helping another. A leader sees a lot of young people and 90% of them die before they hit 30. A player is not motivated to spend their real life time encouraging every single young character, because it does not significantly affect the death rate.
Roses' SRP's are players who are conditioned into interacting with the kinds of people who are less likely to either die or be an RP prat. Players respond to subconscious cues that indicate the character will not waste resources given, or sleep for a long time holding tools given. Newer players, and just some players in general do not follow this subtle playstyle and it can be frustrating to watch others waltz in and achieve things in 2 seconds when this is a slow game.
That means a lot of decent characters get ignored until they have played the slow game for ingame decades to prove they can stick around.
Additionally due to the small playerbase, one brief conversation on the forums or Discord can hint at who you might possibly be playing, and even subconsciously I believe this often affects characters and who they interact with.
curious wrote:This game has an element oif 'immediacy' to it now that it never had before for me. I get tired of it... it's a clumsy and selfish play style.
curious wrote:This game has an element oif 'immediacy' to it now that it never had before for me. I get tired of it... it's a clumsy and selfish play style.
Wolfsong wrote:If you guys brought back the concept of minutes, you would cut down on the immediacy element. Limit the minutes enough and you can go back to 1-2 things a day. 120 minutes of play a day is way more than enough for that, maybe even make it 60 minutes of play a day.
Jos Elkink wrote:curious wrote:This game has an element oif 'immediacy' to it now that it never had before for me. I get tired of it... it's a clumsy and selfish play style.
So this also refers to the long and fast back-and-forth dialogue between players who are online simultaneously? I would agree with that. I log in once day - and the game was originally designed with once or twice a day in mind, more or less - and indeed have to avoid towns where this is common, unfortunately. It's much faster than the original pace of the game.
Or do you mean something else by immediacy?