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Roleplay Culture / Re: Immersion, What is it to You?
« Last post by Reiloth on May 04, 2017, 10:58:59 AM »
i think immersion and what it takes for someone to become immersed in the roleplay and even what people define that is, and what things threaten that is a very individual thing. And what might effect one person might be completely different from another as is evidenced by people's responses, though some similarities can be noted and cross over.

One of the aspects mentioned by a few people was things that conflict with the game setting, such as a character greeting someone with 'hey bro' in a medieval setting. Would this be something you'd expect staff and/or players to police? What would be your ideal approach for keeping players to the defined setting?

Make rules about it, or even triggered reminders for players. Ping words like 'dude, awesome, tubular' and other words out of place in your setting. Make a list of what these words are, and have a document that has suggestions for appropriate words to use. When someone uses the word in game, either have code remind them, or shoot off an email. Most people that break immersion in this way typically don't understand why it's immersion breaking to other people -- After they figure that out, they also typically stop doing it.
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Game Design / Re: MUD prompt system - numeric or not?
« Last post by Reiloth on May 04, 2017, 10:56:12 AM »
Being able to customize the prompt seems pretty important to me. I've tried 'visual prompts' like shown in the OP, but they never really sat right with me. Which is weird, i'm typically a visual person/visual minded. I suppose it seems easier for me to misunderstand and think I have more health than I actually have, or something. A number is a number is a number.
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Roleplay Culture / Re: Immersion, What is it to You?
« Last post by Clarity on May 04, 2017, 05:04:14 AM »
i think immersion and what it takes for someone to become immersed in the roleplay and even what people define that is, and what things threaten that is a very individual thing. And what might effect one person might be completely different from another as is evidenced by people's responses, though some similarities can be noted and cross over.

One of the aspects mentioned by a few people was things that conflict with the game setting, such as a character greeting someone with 'hey bro' in a medieval setting. Would this be something you'd expect staff and/or players to police? What would be your ideal approach for keeping players to the defined setting?
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Game Design / Re: MUD prompt system - numeric or not?
« Last post by Clarity on May 04, 2017, 04:57:07 AM »
I like the idea of setting a combat prompt, and then a standard prompt. So when I'm roleplaying it's is just: >  And then when I'm in combat it might be: Healthy > or Health: 100% >
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General / Re: [Article] Text-based Games: An Untapped Genre
« Last post by Jeshin on May 04, 2017, 01:45:08 AM »
Monetizing RP MUDs

There really isn't a problem here at least not a very big one, in my mind. The quality of roleplay should average out amongst the player base. Those who diverge too far from the average in a negative direction will probably experience shunning/stigma from their fellow players who are completely justified in choosing who they spend their time roleplaying with. Meanwhile, from a staff position, you're paid to provide the same story opportunity and quality to everyone.

1. This means you may lose players who do not "fit in" with your roleplay culture
2. This also means you are not catering to the lowest common denominator
3. The internet is large enough that if text-based games were to become viable you would (in theory) have enough average players to make a living
4. I can name two or three text-based RP games right now where there is often a large gap in quality between staff writing and player writing. It is understood that staff is responsible for staff and that player quality can vary. This is also the case in most multi-player online games where your experience may vary based on who you are playing with.

So that kind of addresses the "quality" issue that can crop up on a roleplaying game. I wouldn't view it differently than someone not liking the pvp or pve style of an MMO.

In the instance of policy issues and/or subjective policy, you'd probably want to err towards the customer always being right if it was an isolated incident that didn't affect another player/character directly. I would once again imagine this would be no different than other pay to play games dealing with their policy violators and/or benders.


EDIT - Now there is a significant problem if the average quality of roleplay on your game is lower than you like and you believe it's causing the product you're asking for money for to be less than it could be. More on that in another post!
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General / Re: What Are You Reading?
« Last post by Clarity on May 04, 2017, 01:31:32 AM »
They're about 450 to 500 pages, but I do read kind of fast. And most of the books I've read lately have been really 'easy' reads. I should probably sink my teeth into something a bit more meaty. The stepping back from RPing on MUDs has left me with a bit of free time, so it's been kind of good to just be able to read again. I do really miss the writing aspect though, so looking at other avenues for that.
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General / Re: [Article] Text-based Games: An Untapped Genre
« Last post by Many Faces on May 04, 2017, 12:56:55 AM »
It's a decent article, but I think you failed to hit on the hard part of trying to monetize a heavy role playing MUD.  The problem comes in that you have to find a way to punish people who are paying you because something they're doing wrong is impacting the quality of the game for others.
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General / Re: What Are You Reading?
« Last post by Many Faces on May 04, 2017, 12:54:49 AM »
Are you reading these books or eating them?  I'm a pretty fast reader but damn.

Are they short books?
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General / Re: What Are You Reading?
« Last post by Clarity on May 04, 2017, 12:21:31 AM »
Just finished Alienated. It was okay. I suspect if I hadn't of just read A Handmaid's Tale, I might of enjoyed it more than I did. Next up, another book I've had my eye on for a while, Cinder:


Cinder by Marissa Meyer
 
Sixteen-year-old Cinder is considered a technological mistake by most of society and a burden by her stepmother. Being cyborg does have its benefits, though: Cinder's brain interference has given her an uncanny ability to fix things (robots, hovers, her own malfunctioning parts), making her the best mechanic in New Beijing. This reputation brings Prince Kai himself to her weekly market booth, needing her to repair a broken android before the annual ball. He jokingly calls it "a matter of national security," but Cinder suspects it's more serious than he's letting on.

Although eager to impress the prince, Cinder's intentions are derailed when her younger stepsister, and only human friend, is infected with the fatal plague that's been devastating Earth for a decade. Blaming Cinder for her daughter's illness, Cinder's stepmother volunteers her body for plague research, an "honor" that no one has survived.

But it doesn't take long for the scientists to discover something unusual about their new guinea pig. Something others would kill for.
     

Goodreads
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General / Re: [Contest] May 2017: Questions
« Last post by Jeshin on May 03, 2017, 09:50:21 PM »
1. The scope of the contest is very broad. I will not be judging on the traditional red shirt trope nor the Star Trek originating trope.
2. Your story can have the red shirt as the main character, secondary character and end at their death or continue past it.
3. The goal of your submission should be to capture some aspect of "red shirt" whether it's a tongue-in-cheek or a deconstruction or a serious tale.
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