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    RP Safari - Pacing Styles

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    • S
      Superbia
      last edited by

      Aegis Company runner here, just want to belatedly chime in to say our scenes, especially events, do skew live. Async certainly happens but it’s generally reserved for interpersonal RP.

      KarmaBumK 1 Reply Last reply Reply Quote 1
      • JumpscareJ
        Jumpscare @bear_necessities
        last edited by

        @bear_necessities said in RP Safari - Pacing Styles:

        @Jumpscare said in RP Safari - Pacing Styles:

        Ah, Gemstone IV, where people would abruptly leave the scene when their RPXP ran out.

        Was that the one on AOL along with Modeus Operandi that went pay-to-play? Modeus Operandi was my first game, I miss it 😞

        I’m afraid I don’t know. A few years ago, a friend who is into MUDs told me to check it out for inspiration. It was so very strange and not in a fun way, haha.

        Imagine you’re sitting down to dinner at a restaurant and having a great conversation with someone. You’re engaged and chatting for a good 30 minutes. But then he finishes his meal, says, “My time is up,” and immediately leaves in the middle of the discussion. Then someone else comes in, gets a meal, sits down in front of you, and expects you to start a new conversation from the beginning.

        Game-runner of Silent Heaven, a small-town horror MU.
        https://silentheaven.org

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        • KarmaBumK
          KarmaBum @Superbia
          last edited by

          @Superbia said in RP Safari - Pacing Styles:

          Aegis Company runner here, just want to belatedly chime in to say our scenes, especially events, do skew live.

          Please note that this isn’t a value judgment. I personally don’t care about the live/async split. But I’m a data analyst, and confirmation bias is one of my biggest peeves. So just to give you a very small sample set:

          As of 3/18 -
          Scenes already shared with the dates posted - 9 live

          • 3/17 - 2 scenes
          • 3/16 - 0 scenes
          • 3/15 - 4 scenes
          • 3/14 - 3 scenes

          Scenes started yesterday+ with those dates - 12 async

          • 3/17 - 7
          • 3/16 - 0
          • 3/15 - 2
          • 3/14 - 3

          Looking at those four days, 43%* of your scenes are live.

          *Ares doesn’t have a publicly available ‘scene shared date’, so I’m assuming that scenes posted on those days were also played those days (credit for “live” scenes).

          Just for the sake of conversation, the other two games mentioned as having a live component - Empty Night and Keys - have even less, with no scenes posted on 3/16 or 3/17 for either game. So your game’s still ahead of the curve. 🙂

          FaradayF 1 Reply Last reply Reply Quote 1
          • FaradayF
            Faraday @KarmaBum
            last edited by

            @KarmaBum said in RP Safari - Pacing Styles:

            *Ares doesn’t have a publicly available ‘scene shared date’, so I’m assuming that scenes posted on those days were also played those days (credit for “live” scenes).

            To really do a data analysis you’d have to see scenes played, which is not directly connected to scenes posted, and have a way to tell whether those scenes were truly live or async (which may not always correspond to the option the person picked when they created the scene). Ares just doesn’t provide that data in form that you can easily query after the fact.

            MisterBoringM KarmaBumK 2 Replies Last reply Reply Quote 5
            • MisterBoringM
              MisterBoring @Faraday
              last edited by

              @Faraday said in RP Safari - Pacing Styles:

              Ares just doesn’t provide that data in form that you can easily query after the fact.

              I’d honestly be curious as to how many staff-folks try and track metrics for their games, and what, if any, tools they use to do so.

              Proud Member of the Pro-Mummy Alliance

              Third EyeT FaradayF 2 Replies Last reply Reply Quote 1
              • Third EyeT
                Third Eye @MisterBoring
                last edited by

                @MisterBoring said in RP Safari - Pacing Styles:

                I’d honestly be curious as to how many staff-folks try and track metrics for their games, and what, if any, tools they use to do so.

                On Shattered I tried to pay attention to it, it’s one of the things I find useful about having all the scenes visible, but it defaults to ‘feels’ and ‘how easy is it personally to get X kind of RP’, we didn’t collect hard numbers even insofar as we could’ve manually. All events were live unless it was a player doing some personal thing themselves, though, that was just how we did things.

                I want something else to get me through this
                Semi-charmed kinda life, baby, baby
                I want something else, I'm not listening when you say good-bye

                She/Her or They/Them

                1 Reply Last reply Reply Quote 2
                • FaradayF
                  Faraday @MisterBoring
                  last edited by Faraday

                  @MisterBoring said in RP Safari - Pacing Styles:

                  I’d honestly be curious as to how many staff-folks try and track metrics for their games, and what, if any, tools they use to do so.

                  Ares has player activity metrics baked in, which you can see on any AresCentral game page.

                  You could also do some db-level queries to figure out scenes started per day easily enough.

                  Looking at the details of those scenes (private vs public, on-grid vs off-grid, scene pacing) is more problematic because those things can be edited, and for pacing may reflect a default value rather than an actual depiction of reality. So at that point I think it’s down to vibes.

                  1 Reply Last reply Reply Quote 1
                  • KarmaBumK
                    KarmaBum @Faraday
                    last edited by

                    @Faraday Oh, most definitely, but I’m also operating on the assumption that most scenes played are shared. I didn’t get to the level of seeing if there were any scene gaps or comparing scene # to scene share date…

                    …cuz that’s my actual job and what I’m supposed to be doing now instead of posting here. 😄 But!

                    Given a small sample of publicly posted and ongoing scenes, more scenes carry-over at least one day than are posted same-day.

                    @MisterBoring I’ve always been into tracking metrics on games. At one point on GH, I coded a virus that you could pass from person-to-person as part of a plot (pre-COVID <.<), and it had background tracking so I could watch its transmission, see who infected the most people, etc.

                    One time, I went through and compiled all the old data about every hatching on every active Pern game in the early '00s, just to validate that it was statistically easier to get a Gold Dragon on PernWorld than any other open game - and I still remember that PW had over 1/10 PC Impressions as Gold vs 1/15 for NC.

                    Pre-Ares, there were tons of log and activity trackers on Wikidot. You can still see some in action on Harper’s Tale - http://harpers-tale.wikidot.com/sw-staff:activity-tracker I think they’ve revamped the page since I played there, but I helped build/maintain the log tracker for a while there.

                    A “totally useless data about scenes” page would be awesome: Avg words per scene, avg characters per scene, % of scenes shared (vs total), avg time between open-and-share date, % of scene types (Social/Event/Vignette/etc)…

                    And by awesome I obviously mean super nerdy. 🙂

                    1 Reply Last reply Reply Quote 4
                    • TrashcanT
                      Trashcan
                      last edited by

                      If we have coder permissions and believe that when players set the pacing on a scene in Ares, they’re being honest, we can, in fact, produce stats on this.

                      ruby Scene.all.each.count {|s| s.scene_pacing == "Traditional"}
                      ruby Scene.all.each.count {|s| s.scene_pacing == "Asynchronous"}
                      ruby Scene.all.each.count {|s| s.scene_pacing == "Distracted"}
                      

                      On Shattered, we had 3220 traditional scenes, 656 distracted ones, and 411 async scenes. These commands pull the ‘current’ pacing, and in my experience, trad/distracted scenes may become async in flight but not the other direction.

                      Even if we lump ‘distracted’ in as ‘non-live’, traditional outnumbers them 3 to 1.

                      he/him
                      this machine kills fascists

                      bear_necessitiesB YamY 2 Replies Last reply Reply Quote 3
                      • bear_necessitiesB
                        bear_necessities @Trashcan
                        last edited by

                        @Trashcan I would think that data is skewed because the play screen defaults to traditional pacing and people may or may not make a selection there when starting the scene. I think a more reliable source of data would be the avg time between when the scene opened and closed, or when the scene was opened and shared, to determine true pacing.

                        FaradayF 1 Reply Last reply Reply Quote 2
                        • YamY
                          Yam @Trashcan
                          last edited by

                          @Trashcan Damn! 75% of all scenes. I wish I could dig this data up on my old ares games.

                          1 Reply Last reply Reply Quote 1
                          • FaradayF
                            Faraday @bear_necessities
                            last edited by Faraday

                            @bear_necessities said in RP Safari - Pacing Styles:

                            @Trashcan I would think that data is skewed because the play screen defaults to traditional pacing and people may or may not make a selection there when starting the scene. I think a more reliable source of data would be the avg time between when the scene opened and closed, or when the scene was opened and shared, to determine true pacing.

                            I agree that the data is skewed because of the default setting, but neither of those other ways really work well either. A scene can be started and left open because people forgot about it, can be started and stopped multiple times in multiple synchronous chunks… there are lots of different ways to play.

                            And at the day, the stats are kinda fun (from a data nerd perspective) but I’m not sure they mean much. Just because there’s live RP happening, if it’s happening in private scenes, or at a time incongruous with your work schedule, or whatever… YOU might not be able to find live RP. That’s ultimately what most people care about.

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