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  • RE: Ares Tour Feature Feebdack

    I was just chatting about this elsewhere, and for me what it comes down to is this:

    Anything that takes pressure off people and makes it easier for them to nose around makes it more likely that they will check a place out and maybe even play. I think this is a great idea for new, curious people checking a place out, who maybe don’t know anything about this style of play, or how easy it is to change a name.

    I’ve run into some of the concerns you mention around IPs for guests, etc., as a game-runner, so I’m glad to see an idea to tackle it from that side too.

    Personally, I like the random combination of adjectives and nouns. I couldn’t tell you why, but I don’t love the numbering. This is 100% vibe and not logic-based.

    posted in Game Gab
  • RE: AI Megathread

    @Jumpscare said in AI Megathread:

    @Trashcan said in AI Megathread:

    What most people are expressing is the desire for transparency, to know if AI was used to create the content they are engaging with in the MU* space, and if there was more of that, I expect there would be less false accusations to go along with it.

    There’s even a real-world example of this! That one Ares L&L game that used AI and was quickly called out for not disclosing it.

    This made me discover it was a hot button issue for me to disclose AI usage. Like @Third-Eye eye said up thread, the major thing for me is disclosing whether or not you have used AI, and in what ways you have used it. I could potentially get around to embracing an AI policy that allows for the possibility that players might use AI–

    But I cannot embrace a policy where they don’t fucking flag that they are using AI. If it’s about blah-de-blah trust then why aren’t you fucking telling people that you are using AI. HUH. If it adds so much value to what you do, why do you hide it. HUH. Obviously if it is that good you should be able to show it. HUH!!!

    Then again, the last time I REALLY saw someone use AI in a game, they were using AI to disguise their poses while they dualboxed alts and used one alt to help the other. They got caught at it. They got banned. You know who you are.

    Maybe there IS something to say about AIs and people who use them and trust.

    posted in No Escape from Reality
  • RE: AI Megathread

    @Roz There’s also the case where someone might have set up a robots.txt file to reject the robots, but it would still be visible to people. I have done that, for example. You wouldn’t necessarily know if it can be scraped or not.

    I’d personally have some real reservations introducing someone else’s writing to the great chatbot in the sky.

    posted in No Escape from Reality
  • RE: AI Megathread

    @InkGolem I suppose the robots are out there scraping the mines regardless. I’m glad you seem to recognize that as a boundary for people though. I think that would be a particular hot spot for many people in the RP world.

    posted in No Escape from Reality
  • RE: AI Megathread

    @InkGolem Do you share their writing with it as well, for example sharing the scene in progress?

    posted in No Escape from Reality
  • RE: AI Megathread

    @InkGolem Do you tell your RP partners you are using AI?

    posted in No Escape from Reality
  • RE: Profile Edit

    @SirKay @Ashkuri Sorry for the delay and thanks to @Trashcan. Give it a try now.

    posted in Comments & Feedback
  • RE: Profile Edit

    @Trashcan Just FYI, I’m taking a look at this. The console is having issues so I’ll give it a bit. TY for finding a potential solution.

    posted in Comments & Feedback
  • RE: Pretty Princess Simulator

    @Ominous Be careful about crowdsourcing too much - people have a way of killing enthusiasm for new games and new ideas because they tend to focus on all the ways it WON’T work. It can be hugely discouraging, but it’s just the nature of the kind of critique you’re going to get in this format.

    Solicit ideas by all means, but one of the strongest markers of a successful game, I’ve found, is the passion of the creator and their willingness to put in the work to build enthusiasm of actual players. Decide the game YOU want to run, the game that’s worth it to you to do the work on, bring on a small group of people whose vision strongly aligns with yours, and go for it.

    posted in Helping Hands
  • RE: The 3-Month Players

    I would argue that games need “stakes” for investment, and a game that doesn’t have a way to keep tension and suspense is at risk for stagnation.

    However, character death and the risk thereof is only one kind of stake. One that will appeal to a specific subset of the gaming population but not everyone. More, I suspect it’s a stake that has fallen out of style for a reason. What was appealing when the playerbase was largely teen and twenties students who could be on a lot, at weird hours, and whip up three characters like they were nothing may not have the same appeal to 40+ players who are trying to fit in a couple of hours for a scene a couple of times a week between a full time job, full time family, and other friends and hobbies. For a lot more of us, “I could die at any moment” is just less of an enticement at this stage. Maybe because we’re starting to worry about that in our real life!

    But I definitely recommend that anyone who thinks there still IS an audience for the hardcore PvP-style of MU* go ahead and make one! More games are good, and having choice helps keep people engaged. Going back to the idea of the three-month player, I think having a wide variety of games in different genres (and subgenres) helps keep the overwhelming surge of people desperate for SOME game down a bit.

    posted in Game Gab

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