Mayhap a way to display/read player hooks would be useful?
Coded Puking, NPC Interactions, & Development Notes
posted by pilgrim
Re: Coded Puking, NPC Interactions, & Development Notes
11 of 31
Feb. 6, 2024, 7:21 p.m.
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Coded Puking, NPC Interactions, & Development Notes
1 of 31
Feb. 6, 2024, 7:30 p.m.
Mayhap a way to display/read player hooks would be useful?
I don't like the gamey aspect of this, especially as I've played games where people put things in their hooks and then spazz about someone somehow knowing those things. I also don't like how it takes the focus off in-game roleplay and puts it on OOC lists. |
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Re: Coded Puking, NPC Interactions, & Development Notes
13 of 31
Feb. 8, 2024, 9:33 a.m.
I have thoughts about a few of the topics mentioned in this thread but this is the one I'd like to comment on:
I think that there's a line of distinction between playstyle and writing style, and it's in danger of being stepped on here. Implementing mechanics which encourage players to interact with the game world in desirable ways or discourage them from doing so in undesirable ways is part of good game design. However, implementing mechanics which restrict, prescribe, or otherwise dictate the ways in which a player can depict those interactions borders on stifling creative expression for the sake of personal writing preference. Introducing a character limitation strikes me as a heavy-handed solution to a non-problem. The awkward bits are part and parcel of the collaborative storytelling experience and aren't particularly harmful -- matter of fact, I find that a big part of the fun is being exposed to all different styles and seeing how they mesh. In moments where immersion is brought under threat by clunky writing, the writers themselves will feel it and attempt to course-correct. Meanwhile, a character limitation creates a whole new type of awkwardness, frustration, and breaking of flow: discovering that the emote you just wrote is invalid and must be rewritten because it doesn't adhere to someone else's idea of a good emote. Just wanted to put it out there that this sort of restriction is a big turnoff for me personally. |
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Re: Coded Puking, NPC Interactions, & Development Notes
14 of 31
Feb. 8, 2024, 9:43 a.m.
Oof, character limitations was one of the reasons why I left the last MUD I played on. I'd rather have something in my profile with an OOC note about writing style & preferred RP whatsits than character limitations tbh. |
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Re: Coded Puking, NPC Interactions, & Development Notes
15 of 31
Feb. 8, 2024, 11:22 a.m.
Every decision we make is towards our overall vision of providing an immersive atmosphere in which to facilitate character stories. While I agree that mechanically limiting length of emotes-- even very delicately and surgically addressing merely the flow of conversation -- is heavyhanded, and it's probably better to just put style suggestions in a guideline of stated 'norms'... we do have a vision for the game in terms of what should be expected when roleplaying with people, and at some point we'll just have to ask players to trust that vision.
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Re: Coded Puking, NPC Interactions, & Development Notes
16 of 31
Feb. 8, 2024, 2:03 p.m.
Unbelievably stoked about Arena testing. I have a habit of shying away from coded combat even though I want to participate in it because I'm afraid of harming (or humiliating!) my PC due to my OOC ignorance of the code. But I really want to participate in coded combat! And with SoA's complex and novel (to me anyway) system, both that desire and that fear are heightened. OOC sandbox testing feels like a lifesaver for me.
FWIW, I love the improv vision over the collaborative prose vision. Collaborative prose is a noble aspiration, but there are better venues for that. Improvisational narrative role play is my jam, and it doesn't really have other equally supportive venues operating in real time. We have been trying to do this in MUDs designed for RPG-style play for so long that we imagine those venues are "for" that, but mechanically and culturally they are merely tolerant of it. While I DO think there's a lot of room for stylistic differences, and I welcome input from MUSHers, this is the first and only game I ever played that I would say has as its primary goal the type of play I want to engage in. That, at least for me, is valuable and worth making sacrifices for. |
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Re: Coded Puking, NPC Interactions, & Development Notes
17 of 31
Feb. 8, 2024, 2:09 p.m.
I AM SO HYPED ABOUT THE ARENA!! Thank you for working so hard on the implementation. It is going to be wonderful to have a place to test things mechanically before jumping into scenes. <3 P.S. I think a style guide would be nice as opposed to mechanical limitations! Being relatively new to RP, I really appreciate any opportunity to learn and mirror best practices.
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Re: Coded Puking, NPC Interactions, & Development Notes
18 of 31
Feb. 8, 2024, 2:46 p.m.
Reading this thread has been interesting. My initial reaction to the thought of a character limitation on emotes was negative - I tend to enjoy writing dialogue interspersed with "character movements" or "ticks", and a character limitation strikes me as something that would make this more difficult to do. However, as someone extremely new to the MUD/MUSH RP space (hello! :wave:), and who really likes the design direction that this server has taken, I think I could be absolutely comfortable with such a limitation, if some more guidance were provided on the "style of roleplay" we're looking for (if that makes sense). For example, I'm unaware of the nuances of "improv acting" vs. "collaborative writing" as they pertain to the MUDding community, and though I can definitely guess, I'd love to hear more from y'all on what that means for how we should embody and represent our characters. Anyway, all of the above is simply to say - newbie here, looking to make sure I'm not doing the wrong thing ;-) EDIT: Oh, and - I'm also very hyped for arena testing! |
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Re: Coded Puking, NPC Interactions, & Development Notes
19 of 31
Feb. 8, 2024, 3:04 p.m.
I tend to model my emote style after my character and the game I'm playing, but specifically the separate number of dialogue strings makes me QUITE uneasy. I feel much more comfortable splitting up my dialogue than I do with a giant block of text. "You can't talk that much in one emote" also feels a little iffy, too, but removing the ability to split up my dialogue into more manageable chunks would really hinder me, at least. Illi frowns, pensive. "I tend to model my emote style after my character and the game I'm playing," and here he pauses for a while, struggling with what to say. "But specifically the separate number of dialogue strings makes me QUITE uneasy." "I feel much more comfortable splitting up my dialogue than I do with a giant block of text," he explains. "'You can't talk that much in one emote'," he furthers, though he's less bothered here. "This also feels a little iffy, too, but removing the ability to split up my dialogue into more manageable chunks would really hinder me, at least." In the end, he shrugs. Or I'm totally misunderstanding the proposal. |
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Re: Coded Puking, NPC Interactions, & Development Notes
20 of 31
Feb. 8, 2024, 3:25 p.m.
I think some kind of style guide is definitely going to be more useful than a mechanical limitation, and I don't want anyone to feel that they are doing anything 'wrong', as different playstyles aren't necessarily wrong. People just tend to fall into habits regarding how they write in these games, and there are certain habits that we'd like to see, as outlined in our showcase posts. We'd like to guide players towards some habits and away from others, but it's definitely not at the top of our priority list, and not something anyone really needs to be worried about. (Although, based on the history of the hobby, I can understand people feeling worried. And I'm sorry for provoking that.) |