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Before voting, please read the entire article.
MassiveCraft has always maintained a very strong "You decide the story of your own character" narrative, to such a degree that the rights over one's own character are taken away from others and invested solely in the players themselves. Excessive layers of character protections exist ranging from deaths to maiming to actions impacted, and while they are great at protecting the players and driving off any anxiety over being proverbially shot in the head with a crossbow by some bystander, they stifle player freedom on the opposite end of the spectrum, a lot. Normal characters with the lack of fear causes fear-rp to completely melt away. The vast majority of the players does not express a proper fear of the circumstances, which often results in laughable rp in the face of realistically certain demise, resorting to increasingly contrived means to avoid capture/death/maiming to keep a character in a stasis of perfection for all perpetuity.
We've seen examples where this became a problem, where one particularly much hated noble went on a hunting trip with a larger group, who in the heat of the moment cooked up a plan to assassinate said noble. When the confrontation came to head, the player behind the noble just said "No I don't agree to kill perms" and logged off, leaving 10+ players pulling out hairs over their entire ongoing narrative being ruined. They had all started emoting the process of the assassination, but suddenly had to stop the roleplay because the target simply said no, and then cancelled the event from completing because the mood had soured that they could no longer deal. There are more testimonials like this where players are enjoying the scene, the scenario, but one player (or more) simply put a halt to the system. And that's fair, rules are rules after all, and we've always put player's self protection on a high pedestal on Massive. But this fairness for everyone and protection for everyone does have a dark side, and that dark side is the extremely restrained player freedom on Massive.
Massive should always be a server that caters to all kinds of players, but while trying to do so, it has segmented itself into a position where player rights of the individual often end up becoming more important than the rights of the majority. Obviously this doesn't mean we should just get rid of these protections, but there are certainly lessons to be learned from other servers, how they deal with the concept of complete player anarchy, and how complete anarchy could be restrained to become controlled freedom, instead of rampant abuse of other players.
This thread aims to examine that concept, controlled freedom, and what we can do in a localized environment to experiment, flirt if you will, with the concept of player freedom. To create an environment where there will never be a moment where you stand still and ask a player OOC: "Can I do this?", or "Would you be okay with this?". To create an environment where all these things are taken for granted, and roleplay just continues as roleplay does, without the need to pause and ask, or without the risk of the player just saying no outright and you having to stop the roleplay. Yet, despite this test, we should also protect the ongoing rights of the players, the ones that specifically have grown comfortable with the environment Massive has offered, and not want to suffer at the hands of other players making decisions for themselves.
Luckily, we have just such an environment at the ready: The Sewers. In lore, the Sewers are a lawless place that is extremely dangerous given all the mutants and criminals that live there. A cut-throat world where death is a common norm and where the law abiding of the surface do not venture out of fear of being killed and disappearing into a dark corridor, never to be seen or heard of again by their friends and family. The sewers create the perfect environment to test this, it is below the streets so that this "world in and of itself" could have a different set of rules to the surface.
So what is the actual proposal? The proposal is this: We as Lore Staff do an experiment (meaning it is designed to last a limited time) during which we have a progression come in, in which an Arken produces some sort of spell or effect on the Sewers that creates an auto-resurrection spell the moment anyone dies. Then at the same time, we create a sub-section of rules on the sewers that removes all permission grants (kill-perms, maim-perms, bloodsucking-perms(doesn't actually exist but whatever, some players have observed it for courtesy sake), and whatever else you could come up with that isn't covered by disgusting or ERP rules). This experiment would cover ONLY the Sewers (not Old Town, Imperial Isle or New Town). This Experiment would last maybe somewhere between 1 to 2 months, to re-examine the results through another player poll at the end of it all, where we decide: Are we going to keep doing this for the sewers forever? Are we going to expand this to elsewhere? Was this a failure never to do again? We feel that, regardless of how an individual might feel about the proposal, having this kind of information at the end of such an experiment is invaluable. It helps us understand the need of the player base better by knowing what they like.
So, a quick summary for those who think Marty writes too much text:
The Proposal as it stands is a 1 or 2 month Experiment that affects the Sewers alone (the moment one steps out of the staircases, that is when one enters the sewers). Additionally:
We have computed the following risks:
Whether this experiment succeeds shall be no indicator for extended permanency to the whole server. We need to re-assess the data at the end, hear player feedback, do a couple of polls, and even then, it will still never lead to permanent 100% implementation across every part of the city. We believe that the core of Massive's "Kill Perms" should always have at least one major area that is large enough to substantiate 100+ players worth of roleplay. We believe that, while this experiment might see an expansion to Massive's game play palette, it should never absorb Massive as a whole. We want to strike a balance, not overturn one thing for the other.
Regardless of how all of this pans out, there must always be a safe environment for people who don't want to deal with character death or maiming, even if temporary with a resurrection mechanic, to safely exist without being worried about this kind of deal. We will always harbor at least such an environment large enough for players to continue enjoying, regardless of how any of this experiment pans out.
Thank you for reading, and please consider supporting this experiment! It is important for us to ask player feedback on such a major decision, but we do hope that even those who are skeptical are willing to give the experiment a go for the sake of better informing ourselves and making the right informed decision.
MassiveCraft has always maintained a very strong "You decide the story of your own character" narrative, to such a degree that the rights over one's own character are taken away from others and invested solely in the players themselves. Excessive layers of character protections exist ranging from deaths to maiming to actions impacted, and while they are great at protecting the players and driving off any anxiety over being proverbially shot in the head with a crossbow by some bystander, they stifle player freedom on the opposite end of the spectrum, a lot. Normal characters with the lack of fear causes fear-rp to completely melt away. The vast majority of the players does not express a proper fear of the circumstances, which often results in laughable rp in the face of realistically certain demise, resorting to increasingly contrived means to avoid capture/death/maiming to keep a character in a stasis of perfection for all perpetuity.
We've seen examples where this became a problem, where one particularly much hated noble went on a hunting trip with a larger group, who in the heat of the moment cooked up a plan to assassinate said noble. When the confrontation came to head, the player behind the noble just said "No I don't agree to kill perms" and logged off, leaving 10+ players pulling out hairs over their entire ongoing narrative being ruined. They had all started emoting the process of the assassination, but suddenly had to stop the roleplay because the target simply said no, and then cancelled the event from completing because the mood had soured that they could no longer deal. There are more testimonials like this where players are enjoying the scene, the scenario, but one player (or more) simply put a halt to the system. And that's fair, rules are rules after all, and we've always put player's self protection on a high pedestal on Massive. But this fairness for everyone and protection for everyone does have a dark side, and that dark side is the extremely restrained player freedom on Massive.
Massive should always be a server that caters to all kinds of players, but while trying to do so, it has segmented itself into a position where player rights of the individual often end up becoming more important than the rights of the majority. Obviously this doesn't mean we should just get rid of these protections, but there are certainly lessons to be learned from other servers, how they deal with the concept of complete player anarchy, and how complete anarchy could be restrained to become controlled freedom, instead of rampant abuse of other players.
This thread aims to examine that concept, controlled freedom, and what we can do in a localized environment to experiment, flirt if you will, with the concept of player freedom. To create an environment where there will never be a moment where you stand still and ask a player OOC: "Can I do this?", or "Would you be okay with this?". To create an environment where all these things are taken for granted, and roleplay just continues as roleplay does, without the need to pause and ask, or without the risk of the player just saying no outright and you having to stop the roleplay. Yet, despite this test, we should also protect the ongoing rights of the players, the ones that specifically have grown comfortable with the environment Massive has offered, and not want to suffer at the hands of other players making decisions for themselves.
Luckily, we have just such an environment at the ready: The Sewers. In lore, the Sewers are a lawless place that is extremely dangerous given all the mutants and criminals that live there. A cut-throat world where death is a common norm and where the law abiding of the surface do not venture out of fear of being killed and disappearing into a dark corridor, never to be seen or heard of again by their friends and family. The sewers create the perfect environment to test this, it is below the streets so that this "world in and of itself" could have a different set of rules to the surface.
So what is the actual proposal? The proposal is this: We as Lore Staff do an experiment (meaning it is designed to last a limited time) during which we have a progression come in, in which an Arken produces some sort of spell or effect on the Sewers that creates an auto-resurrection spell the moment anyone dies. Then at the same time, we create a sub-section of rules on the sewers that removes all permission grants (kill-perms, maim-perms, bloodsucking-perms(doesn't actually exist but whatever, some players have observed it for courtesy sake), and whatever else you could come up with that isn't covered by disgusting or ERP rules). This experiment would cover ONLY the Sewers (not Old Town, Imperial Isle or New Town). This Experiment would last maybe somewhere between 1 to 2 months, to re-examine the results through another player poll at the end of it all, where we decide: Are we going to keep doing this for the sewers forever? Are we going to expand this to elsewhere? Was this a failure never to do again? We feel that, regardless of how an individual might feel about the proposal, having this kind of information at the end of such an experiment is invaluable. It helps us understand the need of the player base better by knowing what they like.
So, a quick summary for those who think Marty writes too much text:
The Proposal as it stands is a 1 or 2 month Experiment that affects the Sewers alone (the moment one steps out of the staircases, that is when one enters the sewers). Additionally:
- Kill perms are wavered by default
- Maim perms are wavered by default
- Any kind of perms that requires someone to ask "Can I do this" as long as it's not in conflict with anti-ERP / Disgusting RP rules is wavered by default in the sewers for the duration of this Experiment.
- A resurrection spell covers the entire Sewers. This spell would work by sapping the soul out of a person the moment they die (and then rapidly decaying their body so it disappears), after which the soul travels to a magical machine created by the Arken. This machine then resurrects the person who died 48/72 hours after death without any wounds or maims inflicted on them up to 24 hours prior to death. Additionally, their memory of the last 5 days is erased completely, do they cannot remember the days they floated around as a soul in this machine, nor the day of their death nor the 1/2 days prior to their death leading up to it.
- Lore Staff will amp up moderation of the Sewers to deal with power-gaming / god-rp / meta-gaming.
- Lore Staff will still during this experiment host protected events with Arken where another anti-combat spell on the event premise stops any form of fighting, meaning "safe" events can still be held in the Sewers.
- Character dragging - that is to say, mobbing someone on the surface and then dragging them into the sewers to perform the kill - would not be allowed. A player can indicate while being mobbed on the surface that they object to being dragged into a kill-zone, in which case the players are not allowed to make the kill in the sewers.
- Someone raised the concern of random kill-festing. While it is reasonably possible that some players will start experiencing a murder-boner and try to murder as many characters as possible, we suspect that this will (if it actually happens, which we hope it wont) only happen for the first few days while the illusion of death mattering wears off. So if death doesn't matter, why do this experiment at all you ask? Well, to some players on the server as well as coming to the server, it's not about the death mattering, it's about having the freedom of choice. To some players, that lack of freedom that exists right now is a deal-breaker for Massive, and they don't care if the death ends up being meaningless. It's like the freedom to take that kill is symbolic to them as player freedom.
- An increase of power-gaming to avoid death and maiming or inflict it. This is a realistic problem. We'll be dedicating more moderating power to ensure that situations that occur will be nipped in the bud pretty quickly. We are not concerned about this one.
- The Sewers might quickly die off and have no population at all anymore. We don't think this will actually happen. There's always been a core community on Massive that enjoys player anarchy, and who would embrace this experiment. Who knows, it might actually finally make the crime system "work" better, with death being a major door stopper turning good gang designs into pussy-footing tp avoid confrontation to keep their pristine characters alive. If the sewers do die off in terms of population (they tend to be pretty low right now with ~7 people at prime time) then that's a strong indicator that this kind of thing doesn't work on Massive and that we don't have to ever try it again. At least we'll know for sure then - instead of everyone just always making assumptions on behalf of 200~+ players.
- As with any system, it can be abused to perma-brig characters in a state of suspended death. We're not overly concerned about this one. We feel that if any player during this experiment indicates to Lore Staff in a ticket that they are being unfairly targeted, then Lore Staff can just investigate, and disagree or agree, forcing a ret-con on the death and telling the offending players to back off.
- Crime Rp will have no where to go anymore! Actually, largely due to the hard work put in by @MrsCripple & @SupremeCripple as well as some other Old Town pioneers like @pixYcandi & more, there is a lot of things to do in Old Town, in fact it tends to have more players than the sewers does. The Guards still only follow one patrol route, so crime RP can still happen in abundance in Old Town.
- This whole experiment will give us valuable info .For years players have only speculated about this, but everyone always just makes assumptions. Whether this experiment succeeds or fails, it will give us invaluable information about the needs and tastes of the community.
- It might result in a sudden positive influx of sewer RP/Gang RP because all these characters designed to be super killers can actually thrive in what they were designed for. When we implemented the "resurrection duel ring" for the Kathar, feedback about this duel ring was really good, players enjoyed not having to restrain their character actions at all.
- It might create a sub-environment of the community attracting new players where players who are used to more personal freedom outside of Massive can thrive and enjoy themselves, integrating with the community in a natural way instead of being scared off with the culture of Massive.
- Players might experience it as a good way to explore certain character options that don't normally factor in, stuff that you can't normally enjoy like acting out a death scene, without it becoming permanent. It essentially expands the palette of available emotes and scenes that can be played out without the crush of permanency.
- It adds a bit of more high-fantasy back into the mixture that we have recently seen more pro-opinions of come back into play. It allows a venue for us to re-introduce Arken into Sewer roleplay for events and progression Rp.
Whether this experiment succeeds shall be no indicator for extended permanency to the whole server. We need to re-assess the data at the end, hear player feedback, do a couple of polls, and even then, it will still never lead to permanent 100% implementation across every part of the city. We believe that the core of Massive's "Kill Perms" should always have at least one major area that is large enough to substantiate 100+ players worth of roleplay. We believe that, while this experiment might see an expansion to Massive's game play palette, it should never absorb Massive as a whole. We want to strike a balance, not overturn one thing for the other.
Regardless of how all of this pans out, there must always be a safe environment for people who don't want to deal with character death or maiming, even if temporary with a resurrection mechanic, to safely exist without being worried about this kind of deal. We will always harbor at least such an environment large enough for players to continue enjoying, regardless of how any of this experiment pans out.
Thank you for reading, and please consider supporting this experiment! It is important for us to ask player feedback on such a major decision, but we do hope that even those who are skeptical are willing to give the experiment a go for the sake of better informing ourselves and making the right informed decision.
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