It's funny how things snowball, isn't it? One moment things are going along just fine, and the next, things are at a standstill and it looks like a huge mountain has suddenly sprung up out of nowhere. Of course, it works the other way too - if you can keep things ticking over, even the largest task seems do-able as small pieces get picked off, and all of a sudden the most of it is done. I've found that managing momentum is one of the most important, and probably most frustrating, parts of what I have to do. It isn't simply activity, it's regularity and - hopefully - productivity. It's more than simply being very hardworking for a while, but finding that rhythm that allows and encourages it to continue at a manageable, yet useful, pace - except from my perspective, rather than motivating myself to do this, I have to motivate others.
There's a hump, I've come to realise, that once you power through it, things seem to come together by themselves and the finish line comes into view very quickly. Of course, until you can see over this hump, it looks like things are never-ending and it becomes difficult to believe that it will ever change. Hence the decision, as described in my last post, to take things on in smaller chunks, to get that sense of achievement and regular completion of useful things.
I can see this from the player's side too, that they too want to see things completed regularly (which they cannot control, as well), in order to keep their spirits up and justify that investment of so much recreation time. So, the work has these pressures, too. And to put a twist on it - what if you deliberately want to lose momentum? I mean, there are negatives too. What if you don't want someone to continue playing, if you'd really rather they lost interest and wandered off? Of course, the benefits to all of the others tend to outweigh this most of the time, though it still remains a constant thought back there somewhere.
Sadly, this is not a topic that I can draw a neat conclusion on, and it will likely remain that way for a long, long time. Momentum is a seriously fragile thing, in any environment or scenario, really. The easiest chore will, without it, become a lesson in needless procrastination. Learning how to produce, encourage, manage and control it is something that is definitely an ongoing, challenging process. Or maybe I'm just not able to see over the hump yet?
Wednesday, August 22, 2007
Thursday, August 09, 2007
Short and Sweet
It's been a while, hasn't it? Sorry about that, I know I promised not to let this happen. Since the past instalment, I've moved approximately halfway around the world, and am just getting settled again. Thoughts are hard to come by when things aren't quite in their place, especially long ones. So, I thought it would be best to release smaller snippets of life on a more regular basis.
Speaking of which - that is very much the design behind a new way of looking at things, as alluded to in previous posts and definitely worked upon during the intervening period. Large areas take too long to build, they get stale and they usually end up as their own little island, rather than being a part of the world. The new mantra is to build small, and build many. Lots of variety, smoother boundaries. This works from both sides - not only will these areas be made to fit with the world, but the world will also be brought up to fit with the areas. Watch out for changes, these are exciting times.
Also a good time to be grateful for strong armour plates that protect from falling plaster, beams and gnomes.
Speaking of which - that is very much the design behind a new way of looking at things, as alluded to in previous posts and definitely worked upon during the intervening period. Large areas take too long to build, they get stale and they usually end up as their own little island, rather than being a part of the world. The new mantra is to build small, and build many. Lots of variety, smoother boundaries. This works from both sides - not only will these areas be made to fit with the world, but the world will also be brought up to fit with the areas. Watch out for changes, these are exciting times.
Also a good time to be grateful for strong armour plates that protect from falling plaster, beams and gnomes.
Labels:
building,
game design,
Karinth,
online roleplaying games,
personal
Saturday, June 30, 2007
Fluctuations
Ever had those times when you can move from the depths of despair to the heights of optimism and back, seemingly randomly? When everything seems to be really, really good, or just plain awful. To the extent that it ends up being difficult to accurately describe how things are, perhaps out of fear that mentioning them will cause them to change again.
This is why I haven't posted for a while. I get into the right frame of mind, all ready to put thoughts to paper... when suddenly they change, dramatically enough to make the planned writings totally unsalvageable. Which leads to rethinking, and a restart, only to encounter the same process again. Of course, dramatically enough so that I couldn't bear to write what I was planning to write, anyway.
The game is, of course, a major source of these peaks and troughs. Areas get completed, changes made, momentum gathered - and slowed by complaints, frustration, general problems and hearing about them. Then things swing back upward again, and so on. It seems like there should be a happy medium someplace: either that, or simply less sensitivity to what goes on.
One good thing though, is that it is an indicator of change and progress. A long time ago I was fairly set against this kind of thing, but not anymore. I'm hoping that things pick up for the summer, and continue on their way up. Hopefully some of the good things will stick around while the bad continue to be transient. Here's to hoping.
This is why I haven't posted for a while. I get into the right frame of mind, all ready to put thoughts to paper... when suddenly they change, dramatically enough to make the planned writings totally unsalvageable. Which leads to rethinking, and a restart, only to encounter the same process again. Of course, dramatically enough so that I couldn't bear to write what I was planning to write, anyway.
The game is, of course, a major source of these peaks and troughs. Areas get completed, changes made, momentum gathered - and slowed by complaints, frustration, general problems and hearing about them. Then things swing back upward again, and so on. It seems like there should be a happy medium someplace: either that, or simply less sensitivity to what goes on.
One good thing though, is that it is an indicator of change and progress. A long time ago I was fairly set against this kind of thing, but not anymore. I'm hoping that things pick up for the summer, and continue on their way up. Hopefully some of the good things will stick around while the bad continue to be transient. Here's to hoping.
Thursday, June 21, 2007
Back to the Beginning
Despite many hardships and even swimming upriver, a salmon instinctively returns to its spawning ground.
At the risk of sounding like one of those droning documentaries about nothing particularly interesting to anyone, this seems to be a recurring theme. My online life, as I know it, began on a very strict roleplaying game, although I long since thought that those days were past. I have grown away from the rules and norms, come to accept and appreciate other styles of play, and generally have broadened my horizons in a way that I would never have thought possible at the time.
However, I have, for the first time in two years or more, gone and partaken in some serious, deliberate, and very high quality roleplaying, on a game that even though I work on, surprised me with it. Karinth was the game that taught me, if you will, to be openminded and non-judgmental, and I always felt in the back of my mind that I had left behind the world of serious and detailed roleplay, and had best forget about it. Apparently this is not so, and I have high hopes for the future, which seems bright with the possibilities of kindred spirits, and enjoying such future events.
And it struck me, this is not receding, returning to old ways and habits, but in itself continued learning. Learning to be patient, learning that in such a wide and diverse environment, anything is possible. Learning that the future, at least in such a flexible medium, is indeed open: and also open to finding previously held preferences. In a new light, though, one that mixes the previous enjoyment with the more modern eclectic appreciations.
The world is what we make it, and what we seek is there to be found, somewhere, in some time, whether by our doing or another's.
At the risk of sounding like one of those droning documentaries about nothing particularly interesting to anyone, this seems to be a recurring theme. My online life, as I know it, began on a very strict roleplaying game, although I long since thought that those days were past. I have grown away from the rules and norms, come to accept and appreciate other styles of play, and generally have broadened my horizons in a way that I would never have thought possible at the time.
However, I have, for the first time in two years or more, gone and partaken in some serious, deliberate, and very high quality roleplaying, on a game that even though I work on, surprised me with it. Karinth was the game that taught me, if you will, to be openminded and non-judgmental, and I always felt in the back of my mind that I had left behind the world of serious and detailed roleplay, and had best forget about it. Apparently this is not so, and I have high hopes for the future, which seems bright with the possibilities of kindred spirits, and enjoying such future events.
And it struck me, this is not receding, returning to old ways and habits, but in itself continued learning. Learning to be patient, learning that in such a wide and diverse environment, anything is possible. Learning that the future, at least in such a flexible medium, is indeed open: and also open to finding previously held preferences. In a new light, though, one that mixes the previous enjoyment with the more modern eclectic appreciations.
The world is what we make it, and what we seek is there to be found, somewhere, in some time, whether by our doing or another's.
Labels:
Karinth,
online roleplaying games,
personal,
roleplaying
Monday, June 18, 2007
The Rubik's Cube of Life
It feels like that sometimes, doesn't it? You want to fix something, you turn the cube, and something else has suddenly popped out of position. You twist that into place, and again, something totally unrelated is suddenly taunting, demanding your attention. With each extra attempt to fix things, you can barely tell whether they're getting better or worse. Unfortunately, this is also one of those deluxe cubes, not the cheap ones that you can cheat by peeling the stickers off and putting them where you want.
By all accounts, things should be great. I've had a few significant milestones in the recent past. However, it seems like each time the top of the hill is reached, all it does is reveal more hills that it was obscuring from view last time. Throughout all of this is the undercurrent of frustration, that the goal keeps moving, and sometimes it seems difficult to decide what actually matters and what doesn't.
Game design is like that, too. You finish a project, it's amazing, you step back and admire it... and before the dust can settle, someone somewhere is demanding that you notice their amazing idea and make it come to life. I often wish that I was less polite. Almost as if being tolerant is a curse, an invitation for others to take advantage of it.
Much like the cube, though, it is impossible to really tell which path will end up with the best result. Until then, clanking armour plates will be good enough to keep things at bay, with the finger-rending gnash of armadillo teeth for those who fail to get it the first time. Fairly instinctive and uncontrolled in some ways, but then again I've never been very good at solving those cubes. Fortunately, mimicking their secure shape by rolling into a ball is always an option.
By all accounts, things should be great. I've had a few significant milestones in the recent past. However, it seems like each time the top of the hill is reached, all it does is reveal more hills that it was obscuring from view last time. Throughout all of this is the undercurrent of frustration, that the goal keeps moving, and sometimes it seems difficult to decide what actually matters and what doesn't.
Game design is like that, too. You finish a project, it's amazing, you step back and admire it... and before the dust can settle, someone somewhere is demanding that you notice their amazing idea and make it come to life. I often wish that I was less polite. Almost as if being tolerant is a curse, an invitation for others to take advantage of it.
Much like the cube, though, it is impossible to really tell which path will end up with the best result. Until then, clanking armour plates will be good enough to keep things at bay, with the finger-rending gnash of armadillo teeth for those who fail to get it the first time. Fairly instinctive and uncontrolled in some ways, but then again I've never been very good at solving those cubes. Fortunately, mimicking their secure shape by rolling into a ball is always an option.
Tuesday, May 29, 2007
The Three Rs and All That
No, this is not about a pirate convention.
As you may have noticed, the blog's sidebar looks a little different now, with a little area for friends' blogs. This is because, well, it seems to be spreading. First was the Karinth Updates one (since moved to the forums), then mine, then that encouraged the Owl, then that further encouraged another little creature who I shall refer to as the Sage. I have also affixed there a link to Fern's shopping blog, which has all kinds of special deals and so on. I have no idea who the next will be, but there you go. And here's the connection: first Karinth, then the Karinthadillo, then the Owl (another animal), then the Sage (Owls are wise, too)... then the Fern (Sage is a herbish plant thing as well). So, to carry this along, we should have another plant-related contributor. Of course, everyone is welcome, and may find themselves added to the list, plant-life or not.
Why has all this sprung up? Well, I believe that writing is therapeutic, and it's definitely improved my mood as of late, thinking of things to share. Of course, it doesn't hurt to know that people actually read it, a little ego boost there, maybe. The text-gamers among us are fully aware of the pleasures of writing (and the frustrations too, sometimes), because that's what it is all about when you get down to it. Expressing thoughts, feelings, ideas through words, and enjoying the process. Like a connoisseur, sipping the words, savouring the way that certain things are said, noticing the subtle nuances of language, the usage of words often overlooked in everyday speech, the way that tones and knowledge can carry across through the medium.
This is important, of course. As everyone knows, the text-based genre is slowly being squeezed by the advancement of graphical technology and the commonly-available hardware required to harness it. I have previously written about how it is my firm belief that text games can continue to survive in a market that is dominated by graphical ones, much like books have survived when (arguably) the big bucks are in Hollywood, plasma televisions, thousands of cable channels and so on. But it is not a given, we have to continue to remember why we will survive, and not take it complacently.
Due to the nature of the medium, foremost among these reasons is the language: to those who appreciate good prose, poetry and all forms, the non-graphical medium forces attention to the words, encourages their appreciation and for others to contribute with their own thoughts. In a game such as ours, where there are few visuals to assist, grasping a subtle hint in the words can make the difference between success and failure in a great quest, perhaps even the life of one's character. It is why we place such a great deal of emphasis upon the descriptions of rooms, creatures and so on. We appreciate the language, and wish to share that with you; those who have already indicated their appreciation for the same, by playing the game.
What does this all mean? Without getting too dramatic, I believe that our text medium symbolises one of the great bastions of language within the gaming world. We have all experienced the deterioration and misuse of language, and even the formation of deliberately grammatically-incorrect dialects: none moreso than within the realm of popular graphical games. Clearly, some of this is done for good reasons, as these games tend to be fast paced, with a great deal of action to draw the eye, and as such some variation of shorthand is required in order to keep up and get the message across. We do not have these limitations, and I can only see the differences growing. In order to maintain one of the real foundations for the text game's future, we must maintain the integrity of the text and language.
It may be old-fashioned, passé, whatever popular culture wishes to label it as: but let us be proud of it.
As you may have noticed, the blog's sidebar looks a little different now, with a little area for friends' blogs. This is because, well, it seems to be spreading. First was the Karinth Updates one (since moved to the forums), then mine, then that encouraged the Owl, then that further encouraged another little creature who I shall refer to as the Sage. I have also affixed there a link to Fern's shopping blog, which has all kinds of special deals and so on. I have no idea who the next will be, but there you go. And here's the connection: first Karinth, then the Karinthadillo, then the Owl (another animal), then the Sage (Owls are wise, too)... then the Fern (Sage is a herbish plant thing as well). So, to carry this along, we should have another plant-related contributor. Of course, everyone is welcome, and may find themselves added to the list, plant-life or not.
Why has all this sprung up? Well, I believe that writing is therapeutic, and it's definitely improved my mood as of late, thinking of things to share. Of course, it doesn't hurt to know that people actually read it, a little ego boost there, maybe. The text-gamers among us are fully aware of the pleasures of writing (and the frustrations too, sometimes), because that's what it is all about when you get down to it. Expressing thoughts, feelings, ideas through words, and enjoying the process. Like a connoisseur, sipping the words, savouring the way that certain things are said, noticing the subtle nuances of language, the usage of words often overlooked in everyday speech, the way that tones and knowledge can carry across through the medium.
This is important, of course. As everyone knows, the text-based genre is slowly being squeezed by the advancement of graphical technology and the commonly-available hardware required to harness it. I have previously written about how it is my firm belief that text games can continue to survive in a market that is dominated by graphical ones, much like books have survived when (arguably) the big bucks are in Hollywood, plasma televisions, thousands of cable channels and so on. But it is not a given, we have to continue to remember why we will survive, and not take it complacently.
Due to the nature of the medium, foremost among these reasons is the language: to those who appreciate good prose, poetry and all forms, the non-graphical medium forces attention to the words, encourages their appreciation and for others to contribute with their own thoughts. In a game such as ours, where there are few visuals to assist, grasping a subtle hint in the words can make the difference between success and failure in a great quest, perhaps even the life of one's character. It is why we place such a great deal of emphasis upon the descriptions of rooms, creatures and so on. We appreciate the language, and wish to share that with you; those who have already indicated their appreciation for the same, by playing the game.
What does this all mean? Without getting too dramatic, I believe that our text medium symbolises one of the great bastions of language within the gaming world. We have all experienced the deterioration and misuse of language, and even the formation of deliberately grammatically-incorrect dialects: none moreso than within the realm of popular graphical games. Clearly, some of this is done for good reasons, as these games tend to be fast paced, with a great deal of action to draw the eye, and as such some variation of shorthand is required in order to keep up and get the message across. We do not have these limitations, and I can only see the differences growing. In order to maintain one of the real foundations for the text game's future, we must maintain the integrity of the text and language.
It may be old-fashioned, passé, whatever popular culture wishes to label it as: but let us be proud of it.
Labels:
game design,
Karinth,
language,
muds,
online roleplaying games
Saturday, May 26, 2007
The Theory of Games
Game Theory has been a recurring and unexpected theme for me in recent days. I've had dreams (worried ones) about a course I took in it that is long since over, and I've managed to get at least one close friend hooked on the stuff. Surprisingly, it has nothing to do with Karinth or any kind of popular game at all, but is a section of economics that attempts to mirror and explain interactions by phrasing them as a head-to-head competition, a game between two players with each using a selection of strategies in order to reach their goals.
One of my favourite theories is known as the Tragedy of the Commons (what is it with me and sad stuff?!). To give a brief synopsis, this game takes one of the most obvious economic goals (if you get more benefit than it costs you, it's good) and sticks it into a certain situation: where there is a common resource that is shared by many yet owned by none. The traditional basis for this was the centuries-old tradition of every village having some communal grazing land (the village green) where people could leave some livestock to feed. You could also substitute international fishing waters or whatever suits your fancy, really. Anyway, we have this little village that has gotten by for centuries on traditional, back-home values like hard work, respect, community etc etc. They've developed a healthy unwritten code where everyone is careful with use of the common land and helps to maintain it and ensure that it keeps in good condition for the future, and everything's happy.
But no! As time passes, the community changes. You get new folk coming in from different backgrounds: some city folk with summer cottages, some big farm produce wholesalers buying up land, or just a general deterioration in the community atmosphere and the development of a more "modern" every-man-for-himself mentality. So now what happens to the grazing land there? Well, clearly, the more people use (and abuse) it, the less valuable it becomes: more animals, less grass for each animal, less time for the grass to grow back, and so on. Hey, this is economics anyway, not farming. Just as clearly, these unprincipled new folks are going to keep bringing more animals to the commons as long as they get some benefit from it (it's free, after all).
So, the logical end result? Left to their own devices, the community will use, re-use and abuse the common land until it is totally worthless. This scenario still goes on everywhere: farming, overfishing, to the extent that it has been known to cause international incidents - think about the issues regarding endangered animals that are still hunted.
This blog isn't about the rights and wrongs of whaling, sealing, poaching or whatever. This blog is about Karinth and text-based gaming. We have a community: a free one, one where we trust all of you to your own devices with minimal interference, one where the community and quality of interactions between players determines the survival of a game just as much as the existence of good grazing land determines the fate of a village. Most of us have probably played games where members of the player community have tried to attain dominance by taking advantage of the game and other players, by undermining the enjoyment of others. The nature of this kind of game means that your behaviour as players will directly impact the enjoyment of others, and the value of the game itself. Think about it.
A quick shout out to the Owl, whose blog can now be seen in my favourite links area to the side there. Please take a look and say hi, but be forewarned: she's way smarter than me, so make sure your brain is locked down tight.
One of my favourite theories is known as the Tragedy of the Commons (what is it with me and sad stuff?!). To give a brief synopsis, this game takes one of the most obvious economic goals (if you get more benefit than it costs you, it's good) and sticks it into a certain situation: where there is a common resource that is shared by many yet owned by none. The traditional basis for this was the centuries-old tradition of every village having some communal grazing land (the village green) where people could leave some livestock to feed. You could also substitute international fishing waters or whatever suits your fancy, really. Anyway, we have this little village that has gotten by for centuries on traditional, back-home values like hard work, respect, community etc etc. They've developed a healthy unwritten code where everyone is careful with use of the common land and helps to maintain it and ensure that it keeps in good condition for the future, and everything's happy.
But no! As time passes, the community changes. You get new folk coming in from different backgrounds: some city folk with summer cottages, some big farm produce wholesalers buying up land, or just a general deterioration in the community atmosphere and the development of a more "modern" every-man-for-himself mentality. So now what happens to the grazing land there? Well, clearly, the more people use (and abuse) it, the less valuable it becomes: more animals, less grass for each animal, less time for the grass to grow back, and so on. Hey, this is economics anyway, not farming. Just as clearly, these unprincipled new folks are going to keep bringing more animals to the commons as long as they get some benefit from it (it's free, after all).
So, the logical end result? Left to their own devices, the community will use, re-use and abuse the common land until it is totally worthless. This scenario still goes on everywhere: farming, overfishing, to the extent that it has been known to cause international incidents - think about the issues regarding endangered animals that are still hunted.
This blog isn't about the rights and wrongs of whaling, sealing, poaching or whatever. This blog is about Karinth and text-based gaming. We have a community: a free one, one where we trust all of you to your own devices with minimal interference, one where the community and quality of interactions between players determines the survival of a game just as much as the existence of good grazing land determines the fate of a village. Most of us have probably played games where members of the player community have tried to attain dominance by taking advantage of the game and other players, by undermining the enjoyment of others. The nature of this kind of game means that your behaviour as players will directly impact the enjoyment of others, and the value of the game itself. Think about it.
A quick shout out to the Owl, whose blog can now be seen in my favourite links area to the side there. Please take a look and say hi, but be forewarned: she's way smarter than me, so make sure your brain is locked down tight.
Labels:
economics,
Karinth,
muds,
online roleplaying games
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