Cantr is a failure.
Posted: Wed Oct 05, 2005 7:39 pm
Don't be distracted by the title, this isn't meant to be a slam, merely something I've been thinking about a long time and some of my opinions and observations. (And okay, a bit of an attention-getting device...)
First off, let me clarify that I don't think Cantr is a failure as a game. It's unlike anything else out there, it's incredibly addictive, and it seems very good at both hooking new players and making it next to impossible for old players to leave, no matter how much we may complain about some of the changes.
This thread is not about Cantr as a game, but Cantr as a society simulator.
To be perfectly frank, it's my opinion that many of the societies in Cantr are a sham. Not only that, but unrealistic, unbalanced shams that would never have even have come into existence in the current state of things. All these old empires, all the "glory days" you hear so much about in the forum would have been completely different if those characters had been playing the same game we're in now.
I'm a fan of many of the recent changes that give us more realism. (Though speaking of realism, item rot and repairs still need a lot of balancing, and natural healing needs to come back, but that's another thread entirely...) Yes, they make life for our chars harder, but IMHO the struggle only makes the game more interesting. Cantr just isn't as fun when it consists of a bunch of potato farmers living in a utopia, and most of the conflict and politics happen not out of necessity, but because a few players felt like importing some OOC concepts to spice things up.
As all my chars up to this point have died of boredom (except for the one that was murdered by those filthy sheep), I actually look forward to the day starvation might be a threat. I like challenge.
However, what I don't like is the way just about every change creates a huge imbalance, giving an advantage to one group while making things harder for another. (Usually it's the old characters that get the boost while newspawns get screwed, except for the skill change which seemed to have a completely opposite effect...)
I know many of these changes were made with the intention of creating long-term benefits at the expense of temporary inconveniences, but the disruptions caused by those benefits might do more harm than good. Sure, individual characters can adapt and even thrive, but the 'simulator' part becomes a joke. We're supposed to be developing societies here, but you can't build anything meaningful on a rotten foundation.
Supposedly the Polish players are having a hard time of it. So are lots of the foreign language areas and new lands. Yet the general attitude from long time players seems to be "Suck it up. Get organized. Survival of the fittest." etc. etc.
And to an extent I agree with that, but it just seems incredibly hypocritical when you consider the fact that none of the existing societies were ever asked to do that in their formative stages.
I wonder, how many harvesting machines would there be now if the characters who built them hadn't been able to just yank the iron right out of the ground? How many vehicles? Sabers? Iron shields? Even when you consider the ones that are newly built, a lot of what made them possible were the tools and infrastructure developed under the old rules. (I'm mainly using iron for an example because it was one of the most drastic changes, and Cantr's economy revolves around it, though the more recent stuff has had plenty of effect too...how many crossbows have been built since they started requiring so many tools and parts?)
I know Cantr is never going to stop changing, and I have no problem with new machines, tools, and other minor tweaks that actually make sense in an IC context. What I get sick of, and what is constantly defeating the whole purpose of Cantr (letting societies develop naturally with a minimum of OOC influence), are these well-intentioned, but ultimately disastrous upheavals of the universe that seem to come along every couple of months.
Once programming get through with the planned interface changes with the town and building names, and vehicles and machines and buildings or whatever start decaying too, is that it? I don't mean 'is the game going to be frozen in amber from that point on', but is that going to be about the end of the huge disruptions? Eventually programming has got to get the basic framework of the game set up the way they like it.
Of course that still won't do anything about all those existing artifacts (both physical and social) from the old Cantr, but at least from that point on the issue won't be compounded any further...
In a lot of ways Cantr reminds me of a game in the beta-testing phase, with the key difference being that those kinds of games eventually finish beta-testing and have a player wipe in order to start everyone off on an even footing.
Now even though I personally wouldn't mind, I'm NOT suggesting a player wipe, mainly because I know it would never happen and in the meantime all my other points would be drowned out by a cacophony of angry howls. This thread is all just observations, remember? (Though to be honest there are times when I think I would pay to play a version of this game where everyone gets a fresh start in a world with consistent natural laws...be interesting to see what kind of societies develop then.)
First off, let me clarify that I don't think Cantr is a failure as a game. It's unlike anything else out there, it's incredibly addictive, and it seems very good at both hooking new players and making it next to impossible for old players to leave, no matter how much we may complain about some of the changes.
This thread is not about Cantr as a game, but Cantr as a society simulator.
To be perfectly frank, it's my opinion that many of the societies in Cantr are a sham. Not only that, but unrealistic, unbalanced shams that would never have even have come into existence in the current state of things. All these old empires, all the "glory days" you hear so much about in the forum would have been completely different if those characters had been playing the same game we're in now.
I'm a fan of many of the recent changes that give us more realism. (Though speaking of realism, item rot and repairs still need a lot of balancing, and natural healing needs to come back, but that's another thread entirely...) Yes, they make life for our chars harder, but IMHO the struggle only makes the game more interesting. Cantr just isn't as fun when it consists of a bunch of potato farmers living in a utopia, and most of the conflict and politics happen not out of necessity, but because a few players felt like importing some OOC concepts to spice things up.
As all my chars up to this point have died of boredom (except for the one that was murdered by those filthy sheep), I actually look forward to the day starvation might be a threat. I like challenge.
However, what I don't like is the way just about every change creates a huge imbalance, giving an advantage to one group while making things harder for another. (Usually it's the old characters that get the boost while newspawns get screwed, except for the skill change which seemed to have a completely opposite effect...)
I know many of these changes were made with the intention of creating long-term benefits at the expense of temporary inconveniences, but the disruptions caused by those benefits might do more harm than good. Sure, individual characters can adapt and even thrive, but the 'simulator' part becomes a joke. We're supposed to be developing societies here, but you can't build anything meaningful on a rotten foundation.
Supposedly the Polish players are having a hard time of it. So are lots of the foreign language areas and new lands. Yet the general attitude from long time players seems to be "Suck it up. Get organized. Survival of the fittest." etc. etc.
And to an extent I agree with that, but it just seems incredibly hypocritical when you consider the fact that none of the existing societies were ever asked to do that in their formative stages.
I wonder, how many harvesting machines would there be now if the characters who built them hadn't been able to just yank the iron right out of the ground? How many vehicles? Sabers? Iron shields? Even when you consider the ones that are newly built, a lot of what made them possible were the tools and infrastructure developed under the old rules. (I'm mainly using iron for an example because it was one of the most drastic changes, and Cantr's economy revolves around it, though the more recent stuff has had plenty of effect too...how many crossbows have been built since they started requiring so many tools and parts?)
I know Cantr is never going to stop changing, and I have no problem with new machines, tools, and other minor tweaks that actually make sense in an IC context. What I get sick of, and what is constantly defeating the whole purpose of Cantr (letting societies develop naturally with a minimum of OOC influence), are these well-intentioned, but ultimately disastrous upheavals of the universe that seem to come along every couple of months.
Once programming get through with the planned interface changes with the town and building names, and vehicles and machines and buildings or whatever start decaying too, is that it? I don't mean 'is the game going to be frozen in amber from that point on', but is that going to be about the end of the huge disruptions? Eventually programming has got to get the basic framework of the game set up the way they like it.
Of course that still won't do anything about all those existing artifacts (both physical and social) from the old Cantr, but at least from that point on the issue won't be compounded any further...
In a lot of ways Cantr reminds me of a game in the beta-testing phase, with the key difference being that those kinds of games eventually finish beta-testing and have a player wipe in order to start everyone off on an even footing.
Now even though I personally wouldn't mind, I'm NOT suggesting a player wipe, mainly because I know it would never happen and in the meantime all my other points would be drowned out by a cacophony of angry howls. This thread is all just observations, remember? (Though to be honest there are times when I think I would pay to play a version of this game where everyone gets a fresh start in a world with consistent natural laws...be interesting to see what kind of societies develop then.)