This came up in a discussion in how OOC clans can be more detrimental then they are a positive experience. There are some negatives for removing OOC clans, there's more sense of companionship outside of game, and a place where friends can talk etc.
It can be a way to organize synergy and help novices who don't know how to manage what roleplay is just yet. Yet, OOC clans can be a hotbed of contention and player conflict that permeates into actual gameplay interactions, if they are not handled correctly then they might dissolve into cultivating some bad habits.
OOC in general has always been tough, especially with this being a game with heavy RP. But the broader question of OOC in general echoes questions of player immersion and personal preference. Some people like it, some people don't. However, does that take away from Lusternia's purpose at its core? What do you guys think? Should we remove OOC clans from Lusternia?
Obviously the topic can turn broad, which is the purpose of the poll to lead to a questioning of how we can improve on where OOC is right now with our playerbase. Also, maybe taking a look at our OOC policies, and how they might limited or changed so we improve on drawing more enrichment out of non-OOC interaction.
Discuss!
The cool night-time breeze shivers in the arid caress of the streets of the capital city, brushing the earthen taste of dust across your lips.
*
A blessed silence falls upon the city for the moment, most activity confined to the towers and the
theatre due to the snowy weather.
*
Pinprick points of light twinkle in the deep black overhead, their brightness full of a cold,
hungering malice.
Comments
-Kilian
If olive oil comes from olives, where does baby oil come from?
If vegetarians eat vegetables, what do humanitarians eat?
2) If there is a way, enforce it
3) Convert OOC clan into IC clan
theatre due to the snowy weather.
hungering malice.
As I've mentioned before elsewhere as well, I do feel that the social aspect of OOC channels takes away from IC social interaction and therefore further immersion, but again, this comes down to self-policing.
Tonight amidst the mountaintops
And endless starless night
Singing how the wind was lost
Before an earthly flight
I also think that is a bit overly simplistic as we have both tells, messages, and letters. Let's not think if ooc clans are removed we'll see a sharp increase of bands of Council members crossing the Basin to ask to parlay with an equally large group of opposing Council members.
I think the immersion 'issue' is more red herring than not. We're playing a game where you get daily credits and the command is dailycredits and I suspect few have any idea what a credit would be IC ... immersion has to be more top down than bottom up.
This is a game where we have Weeky Pedia, if your immersion is broken by people not yourself being in ooc clans you're fighting a battle that you not only cannot win, but one for where there is no win to win.
Or put another way, play the game the way you want to play. If your way is wrong, perhaps the way others play also is not wrong. Not everyone enjoys hanging out at the nexus. I for one will never understand how people can handle being the aetherplex without feeling like a creep. Not everyone interacts the way you do, it is better to have more ways to interact and let people use the ones they are comfortable with.
We're great at self-policing IC channels. We should definitely be doing the same for OOC channels. When you ask a lore question on an OOC channel, someone could say, thanks for asking, that's an awesome question, but that would be better suited for an IC channel. Especially since hardcore RPers are more likely to have the OOC channel off.
Another workaround - kind of clunky but possibly better than nothing - would be an in-between clan (IB clan). People who do not want the OOC clan on all the time join the IB clan and keep that on. Many OOC people are in the IB clan too. When an important discussion is going on in the OOC clan, an OOC person could drop a line in the IB clan, eg: Mage overhaul being discussed in OOC. Then the IC folks in IB could decide if they want to join in the chat. No idea if this would work, it would have to be tried out, but I would imagine the IB clan would be much, much quieter and better than being forced to choose all or nothing.
theatre due to the snowy weather.
hungering malice.
That's why rules typically come from an outside source that is forced to be more impartial. In the example of people being left out of OOC clans, it means they're more likely to miss out on events, struggle with skills/quests, and more likely to not be given positions within the org. No one does this to deliberately be cruel, but the fact is we favor people we interact with more, regardless of how that interaction happens. It makes it difficult for new people to become part of an org when so much of the chatter is, to them, unheard.
I realize that banning them is a severe step, but taken the cliques and the lack of roleplay and the bad tendencies the clans foster, I don't believe they help more than harm. Most conversations could be had on IC channels in almost the same way as OOC ones, with minimum more effort taken. The truly OOC conversations, whether that's complaining about real life or talking about skill mechanics or making jokes about Czixi - you could have those over Discord.
And I'm torn on the second part, too, because I don't want to tell people they can't chat with their friends in the game they play to chat with friends. That's not a thing I do, generally speaking. But it feels like we keep making excuses for why this is actually ok, when I can still see all the problems it's causing. If people don't want to participate IC at all, that's a far more serious problem - but I don't think that would happen. Rather, I think the OOCness reduces the IC participation, and that the later would increase if the former was gone.
Having trigger lines and dumps of various sorts that don't feel appropriate for a CHELP or a GHELP is great, imo, and only sensibly belong in ooc clanhelps as far as I'm concerned. I'd rather keep that functionality than throw it out, or have to build lots of outside sources and wikis to dig through and reference rather than having it kept in one window.
My experiences might be different from most, perhaps, but I'm not overly fussed with them existing.
theatre due to the snowy weather.
hungering malice.
I think it's easier to make the policy that all clans are IC and that's that.
But I also think a formal combat questions channel would be good for each org to have by default which has the game-wide policies covering them, i.e directly game related mechanical questions that necessarily step outside IC.
Tonight amidst the mountaintops
And endless starless night
Singing how the wind was lost
Before an earthly flight
So at one point I was told that the only way I could get help with combat was in a specific OOC clan which also was used for regular chatter that was significantly disconnected from the game.
When I was active, it became increasingly true that far more often than not people were too busy talking in OOC clans to talk on actual IC channels. (From being in some of them and being able to observe the behaviour)
So yeah, my most recent experience has been that if you want support to learn combat, you are forced to join an OOC clan. If you want more than silence even when your orgmates are online, you're probably going to have to join an OOC clan. Seemed like more and more the primary communication in the game was via OOC, which is why people have these complaints.
Also, just to quote the OOC help file
Why do you need OOC clans in game?
Explaining combat stuff sure, that's pretty universal so we should have something built-in for that.
Developing stuff for your guild or org is a thin line, the majority is probably fine in IC and from experience tools outside the game are way more useful for the bits I've had that can't be IC.
But like, the majority of the OOC clans I've seen are mainly just breeze shooting and little else.
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Just because this has stuck out on a re-read.
I feel like when you mentioned gold you kinda highlighted a flaw in the logic.
Gold is an entirely IC currency, like maybe presents and the like can generate some for you but those still exist within the IC context. If clans were a credit purchase the argument would be different, but they're not.