marmoron: by request of the icon creator, pls do not take (0)
keet "QUIT ACCUSING ME" yeehawson ([personal profile] marmoron) wrote in [community profile] cartesiobackstage 2018-11-28 10:22 am (UTC)

Ah. seeing Pan's comment, I'd like to add my two cents as a player who was involved in the mission logs and go ito more detail on what I felt was handled well and what could have been optimized.

This may come down to a player preference thing, but I personally enjoyed the chaotic element of those missions. I don't really like it when events are plotted to death oocly because the fun in RP for me is the unpredictability and spontaneity. I can only speak for myself here, but I felt that the events themselves were not chaotic to play in, even if they may have been chaotic to try and follow from an observer's perspective. Or rather, even if it was chaotic it never actually became frustrating to me personally. I liked seeing how other characters were dealing with the same situation.

For me, IC > OOC for things like missions. If the characters are not ICly coming together to form a cohesive plan, I don't really see why this should be artificially forced. If characters individually are doing their own thing and trying their own methods instead of communicating with one another -- as long as that's IC, I think having a game that allows this is a definite feature and not a flaw. It should be on the characters who want to come together and form a cohesive plan of attack to speak up and make that happen.

That said, I do think players individually were responsible for pointing out in the mod plurk what their character was up to and I do think that players were often bad at this, myself included. I don't necessarily, feel that's on the mods? I suppose if the mods had requested players communicate what their characters were trying a bit better, that could have been one way of handling the situation. Tbqh though, I think the missions tend to be less enjoyable when there's an excessive amount of player coordination, like with the final "save the parade" mission for example where everything was handled oocly, there wasn't a whole lot of IC interactivity.

Apologies that this feedback wasn't really clearer in providing a specific direction, but I figured I'd offer a perspective from the living player's side. I guess tl;dr mods could have probably stepped in and said "ok there are 5 different things going on, work things out icly to figure out what the final plan will be" if things are getting too chaotic, but otherwise... /vague hand gestures.

I did think the switch to splitting missions into parts was a very good one, and would definitely keep that for the future.

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