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    RP Safari - Pacing Styles

    Scheduled Pinned Locked Moved Game Gab
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    • PavelP
      Pavel
      last edited by

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      • O
        Ominous @Faraday
        last edited by Ominous

        @Faraday

        Life got busy, so here is a very belated reply.

        Anyways, it may be something different. It was sort of like the SCP stuff that’s popular today. The most prominent one that I remember was a wiki, and you could go to a page and edit it, retconning things, continuing the scene by writing new material, whatever. There were some rules of engagement about how much you could edit in a day, what sorts of things you could do, etc. I think some of it ended up on An Archive of Our Own at one point.

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        • JumpscareJ
          Jumpscare @MisterBoring
          last edited by

          @MisterBoring said in RP Safari - Pacing Styles:

          I’ve thought up a new pacing style:

          Tedium game pacing. The MU will be connected to a generic incremental idle game (like Cookie Clicker), and each player will be given a number of pose tokens. Each pose will cost a number of tokens based on length, and if you run out of tokens, you must play the idle game to generate more tokens, which can also be spent to make the idle game work faster. Scenes will progress at a speed decided by the various players progression in the idle game generating the tokens.

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

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

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

            @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 😞

            JumpscareJ 1 Reply Last reply Reply Quote 0
            • RucketR
              Rucket @MisterBoring
              last edited by

              @MisterBoring said in RP Safari - Pacing Styles:

              I’ve thought up a new pacing style:

              Tedium game pacing. The MU will be connected to a generic incremental idle game (like Cookie Clicker), and each player will be given a number of pose tokens. Each pose will cost a number of tokens based on length, and if you run out of tokens, you must play the idle game to generate more tokens, which can also be spent to make the idle game work faster. Scenes will progress at a speed decided by the various players progression in the idle game generating the tokens.

              Now I’m imagining TS scenes being on hold for days while people play cookie clicker to be able to put out their next pose.

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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 3
                      • 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.

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                          • 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.

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                            • 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. 🙂

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                              • 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
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                                bear_necessitiesB YamY 2 Replies Last reply Reply Quote 2
                                • 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.

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                                  • 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.

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