Quote:
" I tried a couple times to reach out to the player (after initially taking them aside and speaking for roughly 45 minutes)... and they didn't appear to be trying to change or accepting the need to change their approach."
Thank you for mentioning this.
My feelings have been complicated. While I am in wholehearted agreement that it is not only acceptable, but necessary to ban players on the basis of "vibes," and ultimately more reassured than uncomfortable I was not without misgivings.
One, admittedly, was my anxiety that the first ever review of SoA would be "This game suuuucks. I got banned on the first day! Pilgrim is a hypersensitive tyrant. Do not play." which would annoy me, and be unfair. This is the most beautiful and thoughtfully constructed game I have ever played. But while it absolutely rankles that anyone could disagree with my opinion, that's life. Sometimes people disagree.
One of the things I really value here is that the staff know what they want. They know who they want. And that who isn't Max Simultaneous Loggins.
This is not a game that benefits from greater numbers. It is highly specific, somewhat challenging, and ultimately just not for everybody.
It isn't easy to ban someone who isn't breaking any Rules, but as Esfandiar points out the choice not to remove a player who is making someone uncomfortable is a choice to keep a player who is making someone uncomfortable.
And, frankly, that "someone" could be Staff. A character or player may be wildly popular with other players, but if they're problematic for the staff, for whatever reason, they should be removed. The staff works too hard to spend their time catering to players who don't, as they say "spark joy."
Which brings me to my final point, actually my original point, and why I started with the quote (yeah, that's how I roll.) My other concern was that this ban happened summarily and without dialogue with the player. It's anxiety provoking to think you could find yourself on the receiving end of the banhammer over a misunderstanding. But there was a dialogue, the issue was not resolved, and that's enough.
I'd be devastated if I were asked to leave. SoA has the eerie quality of being almost exactly the game I've always wanted to make (except that where Pilgrim started with "learn Python" I thought a good first step would be "get a degree in CS." We can see which one of us ended up with a game >.>) I think we see eye-to-eye, but maybe we don't. Maybe I'm projecting what I want the game to be, maybe I'm not prepared to conform to what the game actually is. (I hope not, it seems cool.) But even then I take comfort in the thought that I'll get 45 minutes to clarify the gap between my expectations and staff's, and if it can't be resolved, then yeah, we need to part ways. This is not to say that I, or anyone, is owed an explanation. On the contrary, it's seeing staff reach out to communicate even when someone is clearly not a good fit that reassures me they're not being paranoid and capricious.
They're looking out for their players, and they're looking out for their game. So thanks for that. That part is the game I want to play.