RP Safari - Pacing Styles
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@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

Iām afraid I donāt 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 youāre sitting down to dinner at a restaurant and having a great conversation with someone. Youāre engaged and chatting for a good 30 minutes. But then he finishes his meal, says, āMy time is up,ā 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.
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@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 isnāt a value judgment. I personally donāt care about the live/async split. But Iām 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 doesnāt have a publicly available āscene shared dateā, so Iām assuming that scenes posted on those days were also played those days (credit for āliveā 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 gameās still ahead of the curve.

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@KarmaBum said in RP Safari - Pacing Styles:
*Ares doesnāt have a publicly available āscene shared dateā, so Iām assuming that scenes posted on those days were also played those days (credit for āliveā scenes).
To really do a data analysis youād 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 doesnāt provide that data in form that you can easily query after the fact.
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@Faraday said in RP Safari - Pacing Styles:
Ares just doesnāt provide that data in form that you can easily query after the fact.
Iād 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.
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@MisterBoring said in RP Safari - Pacing Styles:
Iād 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, itās one of the things I find useful about having all the scenes visible, but it defaults to āfeelsā and āhow easy is it personally to get X kind of RPā, we didnāt collect hard numbers even insofar as we couldāve manually. All events were live unless it was a player doing some personal thing themselves, though, that was just how we did things.
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@MisterBoring said in RP Safari - Pacing Styles:
Iād 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 itās down to vibes.
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@Faraday Oh, most definitely, but Iām also operating on the assumption that most scenes played are shared. I didnāt get to the level of seeing if there were any scene gaps or comparing scene # to scene share dateā¦
ā¦cuz thatās my actual job and what Iām 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 Iāve 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 Harperās Tale - http://harpers-tale.wikidot.com/sw-staff:activity-tracker I think theyāve revamped the page since I played there, but I helped build/maintain the log tracker for a while there.
A ātotally useless data about scenesā 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)ā¦
And by awesome I obviously mean super nerdy.

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If we have coder permissions and believe that when players set the pacing on a scene in Ares, theyāre 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 ācurrentā pacing, and in my experience, trad/distracted scenes may become async in flight but not the other direction.
Even if we lump ādistractedā in as ānon-liveā, traditional outnumbers them 3 to 1.
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@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.
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@Trashcan Damn! 75% of all scenes. I wish I could dig this data up on my old ares games.
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@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 Iām not sure they mean much. Just because thereās live RP happening, if itās happening in private scenes, or at a time incongruous with your work schedule, or whatever⦠YOU might not be able to find live RP. Thatās ultimately what most people care about.