Jansen (
jacket) wrote in
damned_lounge2012-02-10 02:40 pm
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Re: GAME THREAD
But ... to be completely frank, I'd like for more plots to be less things that happen to characters or things the characters respond to or have to go look at or whatever, and more things that will actually lead to some end. At this point, Damned has been going for a very long time, and the playerbase has shrunk down a lot. I feel as if Damned could successfully pull off plots that involve aspects of the playerbase base at slower paces than what's typically going down. I am not saying they get out of the institute or anything like that. But there is only a handful of things and for me, as a player, the prospect of "a new area to explore" is really boring for me as a writer. I realize there's a plot, but the plot is ran about 90% by NPCs and what information the characters do have, they aren't able to employ it as well as they'd like—if at all.
Other games (ones I'm in, ones I'm not in) have been able to employ plots that give characters information to run with. Damned, in a lot of ways, has the constant feel of things being the same. Stickers/badges/missions/etc. are different things to do, this is true, but it doesn't ultimately add up to much. I understand the game is survival horror, but it feels less like that and more like trying to hopelessly find things before you come up for air before a new day starts. I'm not sure if that's what Damned is meant to be.
I guess my overall crit is to have some kind of plot (or multiple plots) that employs the characters more and has them carry things out and potentially have good, bad, and neutral endings to each plot. Have things change as a result of things that the characters do, rather than what the NPCs are doing around them. That way, it's a lot more constructive and the characters might eventually see a point in building up a better system of communication within. Perhaps another way to alter Damned would be to come up with ways to promote that communication within the characters beyond a third party (IE the radio). I'm not sure what that can be, either.
I want to repeat: I think that the game itself and its structure is fine, but adding new things to work with that aren't things that have a stop and start, things that can actually build up and go somewhere, etc. might help add some new feeling to the game. I think plots designed around the characters actually affecting it instead of responding to crap happening to them would be more effective, and if executed well, the people not interested in those paths could just as easily avoid them. I think the world of Damned is rich, and I think altering the way the story of the game flows so that it really depends more on the characters could help. I'm not sure how, since I don't know where things will be going, but I find myself disinterested in the current sum of things because while it's interesting to play my characters through the horrors, there's a part of me that asks obvious questions: why don't all the characters just meet in the same place every night and work together? why haven't certain things just worked? why don't they have certain areas figured out? The smaller the game gets, the less believable it is for me as a player that these characters wouldn't be getting each other on the same page in an adequate fashion. This is through no fault of the players, mind you, but in the amount of handwaving and the way the game is set up. I guess I'm wondering if something new can be added, and if that might change the atmosphere.
Re: GAME THREAD
Re: GAME THREAD
As much as I love playing here and playing the characters I have, the lack of productive outcomes is making it really hard to play most of them as anything other than annoyed and tired which... well, gets tiring. And I know it's the reason why a number of players from years back had to let characters go; they just weren't getting anywhere. While I may play one perpetual optimist, he's a rarity for being able to survive this kind of setting while the productive ones are more suited for it, so that kind of backwards?
Am I making any sense?
Re: GAME THREAD
We've actually had this concern ourselves for awhile and have tried experimenting with different ways to give players more flexibility and more power over some of the setting without compromising the structure of the game. It's a delicate balance. The initial harshness of the military's take-over was directly related to the player-organized riot the day before. Missions, and how they subsequently allow characters to have a little more influence on the setting, were supposed to be a step in that direction. Failed missions can yield a variety of consequences that players are free to opt out of if they choose, while the opportunity for characters to directly change special storylines have also come up (a specific example is the impact Scarecrow and Depth Charge had on the traitor subplot during the military arc).
Of course, some ideas we tried didn't pan out exactly how we'd hoped for a variety of reasons, while we believe other ideas we've come up with can eventually help open up other ways to world-build more later.
I will say that one issue we've had with having more character-driven plots is that sometimes players don't or can't follow through with them for whatever reason, and the storyline stagnates before it can reach its potential. But we still haven't given up on trying to carve new facets of the game for players to explore.
Something we're figuring out is a system that potentially pits other patients against each other in a way that hasn't been done before. We'd also like to finally expand the story in an outward direction in order to flesh out the world itself and open up new features of the game that are unlike anything else we currently have. Hopefully we can get some of these rolling out in the near future.
Also, I realize this doesn't solve the bulk of the issue, but I feel like it's worth noting all the same: if players want to organize things like a massive patient meeting, or distributing maps of explored territory, or trying to make a more concentrated effort to do things, they're more than welcome to do so. We'd love to try accommodating people who want to do more institute-wide things, as the smaller playerbase makes it easier to do so.
Thanks again for commenting. Please let us know if you have anything else to add or any other suggestions.
Re: GAME THREAD
Is there any chance you can contact players or maybe even do a polling post OOC with anyone who wants to do some kind of long-term plot? Furthermore, what about designing plots that could eventually be transferred to someone else—fail-safes, so to speak? Maybe build in something like that.
That's the first thing that came to mind.
Re: GAME THREAD
As far as fail-safes go, they sound like a good idea, but with the slower pace of the game, it can be a challenge to design ways to fairly determine whether a player won't/can't follow through with a story, and then to effectively transfer plotlines to other characters without dragging the process out longer than it needs to be. That's partly why in our experiments to involve other characters in major plots (like letting Maya handle the device intended to give everyone their powers back), they've been over a shorter period of time, and a little smaller in scale than what people would probably like to see.
The three of us would like to put up a discussion post in the future in order to gauge interest in some of our current ideas, and see what kinds of things other players might like to do in the future. We'll probably put something like that up in the near future.
Thanks again for your comments! Please let us know if you have anything else to bring up or add.
Re: GAME THREAD
but the plot is ran about 90% by NPCs and what information the characters do have, they aren't able to employ it as well as they'd like—if at all.
I'll admit, this is why the Military arc ended up being a flop for me. Most of it involved NPCs my characters had zero contact with. Things were going on, but everything was so far removed from the actual patients that it might as well have been a radio-play broadcast over the speakers occasionally.
And I feel like there has *got* to be a better way to disseminate information. I know that was brought up in earlier discussions... Patients are very cagey about sharing what they know, which means if you want to find things for your not-in-the-know characters to do, you sort of have to meta-plot your way into having them meet with the right people. I like NS events, but a lot of them seem to be very... passive. Some 'effect' happens and disrupts plans, but the medical wing event aside, there's rarely anything for people who don't know secret locations to aim for.
TL;DR - I think we need more opportunity for active plot-oriented things that might make night shifts less stagnant. Over-arching plot things are cool, but they need to be more than set-dressing done by NPC characters almost no one gets to see.
Re: GAME THREAD
I've had three characters in the game forever, and getting the location of the basement entrance for the one I actually wanted to send there from the get-go (Edgar) was admittedly like pulling teeth at times, and he's only recently managed to get it. Scarecrow has known forever, but was never really all that interested in it until now because he wasn't really aware of most plot-related things going on- and being the fluffy marshmallow he is, a lot of characters aren't willing to share too much information with him at times. It's only because of the mission he went on that he's gotten into all that, since his investigations of other areas have turned up flat.
I guess it'd be nice to have more to do and find within the building that is plot-related for those who are exploring and still feeling it out. Not all of them know about the secret area, and it feels like so much of the other stuff is just kind of out there and not touched often because it doesn't seem to have much of a purpose.
no subject
(Anonymous) 2012-02-13 05:10 pm (UTC)(link)Really, it comes down to the fact that Damned has such a strict setting that it's really necessary for the plot to ensure that things are going on. It's not like most other games where players can run game-wide plots that have far-reaching effects on characters- that's fine, and I wouldn't want Damned to be anything other than what it is, but it does mean that players rely heavily on the plot to give them things to do.