Estarra, gotta agree with that. I'm finding it harder and harder to find people willing to talk and instead go to forum rp. With the visions for instance everybody wanted to keep them secret within their orgs but every one was posted here and on Facebook. The only one I got IC confirmation on was my own when somebody sent it to me IG. Thankfully, I got some folks to show me the new area and fill me in on the battles.
I don't understand why ever org is so secretive. I could understand a single org like, say, Glomdoring, but it's like people want to both share the lore OOC and keep it private IC. That leads to meta-gaming and "having your cake and eating it too" IMO. I was hoping somebody would discuss them at my "not actual Thanksgiving" feasts, but alas. Even the public news boards are shunned nowadays--the little IC war over the new area is the most active I've seen in a while. I would think some orgs would want to share, at least in terms of being boastful if not based on true altruism--publish a translation of it in the library, get IG benefits, for instance.
I managed to read the project cloudspout work to all in game (being the lucky guy who could read Orclach) and it was enlightening, and I had fun with it. Maybe you need to create a new language that only Weeky or Miska can read, so someone has to take it there to be translated the first time.
I understand the player enthusiasm and the want to discuss outside the game though--this is kind of why I also ask questions like "how are we changing how we play the games" and "why AFK seems more commonplace" or "why use of news has gone down over the years". I truly wonder if the Internet is changing how we interact with media and sometimes I think we're getting afflicted with some kind of ADHD sort of complex.
So I don't want to get into the whole theory of how changes in RL society are affecting peoples' desire to run to FB/the forums/OOC chat clans to discuss things, but I do find it important and interesting to think about it from a game-based POV.
In the middle/wake of the Xynthin event I left Glomdoring's OOC clan because, amongst other things, I didn't want to listen to people discussing it in an OOC context whilst I was also discussing it ICly with everyone. Originally I intended to go back when the event was done but once out of it, I started to notice that I wasn't 'in' on things anymore, and I wanted to explore why. As far as I can tell this is not because I've been doing less - though I have been logged on a bit less with preparing to go back to university for the first time in years - but more because when people talk about things, they do it on that clan.
A simple example - when preparing to upgrade a domoth, people don't discuss it on the commune's IC combat clan. They ask on the OOC clan if people are available.
Now I absolutely do not mean to say 'omg, I'm being left out of everything! *whine*' because that's totally not what it is. Having been in the clan for ages I am 100% certain that no one actively means to exclude people. The problem is that people are unconsciously - perhaps also habitually - discussing things not-ICly. If I start talking about a domoth or something on the combat clan, everyone will join in and talk about it there. But only a few people think to go there first.
There are definitely some things that are easier to organise on an OOC level, often where it's an IC event that wouldn't have OOC kerfuffle in its reality (e.g. trying to get a bunch of people in different timezones online at the same time - in an IC context I wouldn't have to discuss it). But I think we fall too easily into organising other things OOCly when they could be done ICly. It goes beyond that though, because when big events happen they don't get discussed as much as they would be ICly - because people are frothing about them on OOC clans.
What this means is that people miss out on a lot of the really cool IC debating that we've seen in the last couple of days on public and within orgs. It has other knock-on effects like making it easier to metagame information (even unintentionally) and not including newbies or midbies enough. But even more than that...it's just not as fun. I know not everyone plays Lusternia for mega intense RP, but I would say that the people who stick around at the very least play it to be a fantasy character to some degree. And it's sad that we're losing out on that.
This is not to say that it is wholly the fault of people in such clans, though (as I've said I don't think it's an intentional thing, so fault isn't quite the right word, but I hope you get what I mean). To find RP you do need to make an effort to go out and get it. Some of the most awesome IC discussions I've had recently have been with Skye, who I've had to actively go out and find to talk to. We need to make sure that we don't fall into the habit of expecting RP to basically walk up into our laps. As CL I had the luxury of having it bought to me and deposited in front of me, so it was a bit of a shock to find I had to go out and get it myself, but often it's more rewarding when you do - and although I'm still not brilliant at it, I have I hope been getting better at seeking out not always the same people to RP with. It's fun
As a final point, I am absolutely not saying that I think OOC clans are evil and should be destroyed. Lusternia is a game and I like playing it with my friends - in fact since I left the clan I've missed people terribly, but unfortunately got stuck on this self-righteous "I must discover and fix the problems with the lack of IC communication" kick (I think I am catching the stubborns from Xenthos). There are people that I talked to on there who I am still interacting with IC but just don't get a chance to talk to outside, which saddens me - equally there are people I don't interact with IC who I enjoyed talking to OOCly. I think cultivating OOC friendship groups within the playerbase, especially cross-org ones, is absolutely to be encouraged so that we all get along and enjoy playing together. I would just like to see what should be a positive thing not have a negative flipside.
So, yeah. Something to think about and maybe to work out if we can fix at all. Or at the very least, an interesting thought.
Comments
And then people started to invite me to join their cool OOC clans, and I found myself turning them down because, well, I wanted to do more RPing, damnit. So you're not the only one stubbornly refusing to join OOC clans. (Though, I don't have a problem with their existence either. I'm still in the Starleaf OOC clan, but it's pretty quiet these days).
Now I prefer to keep my idle chatter outside the game in skype or whatever (for the most part) and have found it's made me stop being so lazy when it comes to roleplay. I much prefer it this way.
It also means there is less chance for people to get confused between IC and OOC things. Some people find it hard to note a difference between one and the other, so it's easier for me if I just keep everything in character (save the two ooc clans I am in where I know the people in them don't confuse it for roleplay).
Certainly no one should be forced to participate in OOC clans if they don't wish to be, but at the same time, it doesn't mean OOC clans must neccesarily result in the detraction of the gameplaying experience for those who do choose to participate in them. Of course, this can be partly due to the fact that players can be mature and properly seperate IC from OOC, but also due to the fact that some players simply don't play the game for the RP. This may not be the way you and I play the game, nor the way you and I feel the game should be played. But it would not be fair to claim this manner of enjoying the game is "wrong" or "bad".
If there is anything "wrong" with OOC communication, it would be that it can affect other players who choose not to participate in such communication. As a side-effect or as a conscious choice, players in OOC clans can exclude valuable information to others by only talking about it in OOC clans. As a side-effect or as a conscious choice, players who would have normally tried to get such information ICly also end up no longer doing so if they can get access to it OOCly, leading to less RP in general.
This is, unfortunately, an inevitable aspect of the maturing of a game community. As a community gets older and players more comfortable with each other, ways to interact outside of the game is explored. When these people-turned-friends (as much as acquaintances over the internet can be "friends") get friendly with each other, they naturally want to talk about what they mutually have an interest for, and thus they bring their OOC chatter into the game.
Furthermore, there's no way to stamp out OOC communication in its entirety, and IRC, AIM or other instant messaging tools can easily replace OOC clans. It is not very difficult to hook up an IRC channel to feed text directly to a MUD client and to send text through aliases to it, through the MUD client. At the same time, we also do not want OOC communication to disappear in its entirety, because there is information that cannot possibly be gotten a hold of via only IC means either.
Even putting aside the option of permanently removing OOC communication: temporarily disabling such communications during important events can help a little, but it is neither a long-term solution, nor a very effective one in the short-term. What we should, and can, be doing is to continually make IC interactions more fun, as well as self-policing the OOC clans we are a part of, to keep things which should be IC, IC. Removing OOC commentary and deliberation amongst players who choose to participate in them is neither going to be possible to any noticeable extent, nor effective in curbing the lack of RP, because while increasing OOC communication can lead to less IC communication, the vice-versa is not neccesarily true.
You certainly didn't advocate banning OOC clans, but that doesn't mean it shouldn't be considered as a solution. I considered it seriously as a possible solution, and outlined my arguments for and against it in my post, is all.
Your stance is that knowing certain things, "plot points" as you call them, will change the experience of a person's gameplay, largely for the worse. You've likened this to virginity with your statement, with the most concrete of your examples of these being "spoilers" of movie plots.
My stance is that knowing certain things, plot points or otherwise, mechanics or RP reasonings, motivations etc, will change the experience of a person's gameplay, largely for the better. I postulate and argue that knowledge in itself brings to the table a dimension and enjoyment of the experience that would have otherwise been missed. I'd like to point out that Citizen Kane is a great example of a classic that can be watched and re-watched and re-watched again and again and again with more enjoyment every time. Just knowing what has happened doesn't diminish it in anyway, but instead, makes it better. I also would like to note that movies are very different from RP gameplay experience in text based MUDs, and in Lusternia specifically. Hollywood "blockbusters" which are only for gratuitous violence notwithstanding, even classics are not exactly a good analogy to RP experience.
Obviously, comparing virginity to this is even more irrelevant, so I'm not going to even bother to address that.
I believe that when meta-knowledge spoils RP experience, it is due to immaturity. The inability to seperate OOC from IC - what your character should know, from what you as a player know. In fact, this very dimension of being able to switch between two personalities is something I consider a mental excercise that is very fulfilling and fun. It is difficult, and mistakes are always made, but I myself take great enjoyment in participating in it when I do RP. Now, I'd like to digress a little and note that mistakes made here are different from the "immaturity" that I am speaking of, and which you referenced. People who cannot seem to put into their minds that characters are seperate from their players are immature, in my words. I hate the way Kelly acts in the game, but I certainly bear no malice whatsoever to her player. I love the RP that I see Svorai engaged in, but I bear absolutely no romantic longing for her player. If I were to term it bluntly, I could say that I can't care less for Svorai's player any more than I could for Kelly's player. In a choice between talking to Kelly and Svorai in the game, however, I'm going to choose Svorai 101 times out of 100.
Just because you know a character's secret, and what other characters think of your characters, or what other people had in mind in therms of RP motivations when they made that character, doesn't mean your experience in the actual game becomes ruined. I believe it enriches and makes the game environment even more enjoyable, for those who can seperate the meta from the IC.
You picked an analogy that is fraught with very specific meaning in today's culture. If you're not getting your point across the way you want to, you don't need to go pointing the blame at someone else's ability to speak the language.
Note that I'm skeptical of both the equating of virginity to that kind of universal value AS WELL AS the existence of such a universal value in the first place. The former I chose not to go into detail in my previous post, and I still won't go into detail here. The latter, however, was already addressed in my previous post as well.
Not everyone puts equal value in what someone else would term as an "unspoiled" experience (avoiding the unfortunate metaphor above). That's what I was trying to say, I guess I didn't manage to write it as clearly as I tried to. The sharing of knowledge on a level outside of the game's RP environment does not neccesarily mean ruination or, to use a milder word, deterioration of the overall game experience for anyone. In fact, it can improve it - something you also have acknowledged in your latest two posts. How exactly it can be improved depends on the person we're talking about. This is also something I've mentioned in my earlier posts in this thread as well.
Using one of your examples again, Tully, while you get upset and your experience made lesser for being told who an admin's previous characters could have been, another different person might become excited and motivated to seek in-game interaction with said admin instead. That there is this possibility means that there is no information that is essentially or universally valued in a certain way, good or bad. It goes on, logically, to mean that there is no such thing as a "key element" that would apply to everyone, for the enjoyment of any form of entertainment. If I made a misunderstanding of any of your points, perhaps it would be this one. Before your latest two posts, I was under the impression that you felt there was something inherently damaging about sharing knowledge outside of the game's environment.
Now that I've read your replies, I'm actually relieved to see you've also noted that participation in all of these (forums being one example) is voluntary. This is also an important aspect. If you notice at the start of my previous post, I made the explicit statement that I do not disagree with the reasonable parts of your conclusions: that we should not be forcing such information down other people's throats:
So, in summary, my point is that sharing can only make the game better, when this sharing is voluntary. And the forums are one example of this. The exceptions I have to the possibility of this sharing becoming bad is what I say when I talked about "immaturity" in IC/OOC seperation. Which brings me to your final concern:
I wouldn't frame it as "people who let meta-knowledge spoil their games are immature". I would frame it as "people who let meta-knowledge spoil other people's games are immature". Note that this is also the basis of my example (of using myself) in my previous post: I will not go out my way to troll Kelly anymore than I would Svorai, simply because whatever happens to my character in the game, as an action done by Kelly (or Svorai), is something I firmly put in RP.
When you're the victim, certainly you shouldn't be labelled as "immature". If I made the impression that I was trying to say that, then you have my apologies.
The one key thing though to remember--in this particular case--is that the admin really frown on this level of knowledge and actively discourage it. This is why they censor speculation of who a god used to be in game in forums (and why the facebook mods do this), and tell Ephemerals to cut all ties to the playerbase (such as OOC friendships, for instance). And while the OOC clans are ignored, talk smack about a god on them and you may suffer an IC response, which is the stance some of them take, since OOC are not officially accepted as OOC. In certain cases, this knowledge usually has some level of detrimental effects--it can lead to judging the god, or excessive preferecnes and grudges if you're not careful, and I can understand why there are precedents to this.
I brought this up as an example of the most extreme case. There are other cases--Estarra has asked that people not publish Quest walkthroughs and most players accept this out of respect for her.
I realize that our own perspectives are sort of the polar opposites of the spectrum, so I'll agree to disagree. I just think the fact that others have mentioned the drawbacks (you're the only one really arguing the other side in this thread) of too much OOC or meta-gaming tells me we should be aware of the flaws.
I could care zitch about whether this knowledge is taboo. You can use a totally different topic. For example, let's say if someone told you they ate curry for dinner last night, you would get super upset and not be able to play Lusternia properly. The same point applies, someone else could get told about eating curry and become motivated to do more RP. Whatever.
And as for whether people sharing knowledge can lead to them coming to "judging the god, or excesssive preferences and grudges", it only proves that knowledge is only bad (or good) in how it is used. That these people judge with prejudice and flawed logic is not a fault of being told who the admin's characters are. It's a fault of their prejudice and flawed logic. If the admin want to make certain knowledge taboo to avoid this, they're welcome to it and I support it. But that's neither here nor there, nor relevant to our discussion.
I would like to note that I'm perfectly aware of the drawbacks of sharing knowledge. That's the "immature" thing I'm talking about. It can lead to people who are not careful about what they learn spoiling the game for people (like yours was spoiled). That doesn't, in my argument, make sharing any less desirable is all.
That's a basic sort of spoiler that goes a long way to promoting healthy RP! Using that, you can warn people ahead of time that you're going to be pursuing some potentially sensitive or mood-dependent rp, and you can coordinate a free time that you're open to doing that RP and will have enough time. Not all RP works like this, but saying that all spoilers are inherently bad for RP is absurd, it's just not true.
"THE DEMON LORDS CAN NEVER TRULY BE KILLED - GREAT IS THEIR POWER."
You shock a platinum-coloured geomycus with tales of terror bestowed on villages who don't follow Magnagora.
A platinum-coloured geomycus slaps her knee and declares that, by the gods, Ptoma Hive should follow the Grand Empire of Magnagora after all!
Shouts rise up from Ptoma Hive, as its denizens loudly pledge themselves to the Grand Empire of Magnagora.