The purpose of this thread is for everone to post what you like about NESing, what you don't like, and what you would like in the hopes of coming up with a sort of method for creating some NES scenarios with staying power. It is interesting that despite the fact we have only a fraction of the number of players as CFC's NESes, our game styles are far more diverse. Unfortunately, we don't have the numbers for picking and choosing; if you will, the marketplace doesn't work here, so we must resort to a bit of central planning .
If there's anyone who checks in here occasionally but doesn't play for whatever reason, anytime's a great time to speak up and make suggestions or ask questions, but now is especially good!
Hopefully we will be able to come up with some kind of consensus or applicable variety on what it is we want personally in NESes, as well as what needs to be done to revitalize this honorable craft here at Poly.
---------------------
Personally, I like most any settings for an NES: Historical, modern, ancient, near future, alt history...Sci fi can be good if the technology/physics model is sound, allowing players to know what goes and what doesn't. I'm not fond of fantasy NESes, which in my memory there haven't been any here at poly, but they do them occasionally at CFC. Quirky or alternate settings, such as the gnome one are good, again as long as the parameters are sensible and well defined.
The big thing for me is a particular NES's system. I don't have a problem with complicated rules, but I've seen that it is very difficult to have realistic rules that aren't incredibly dense and unwieldy. I've seen a few complex rulesets that I liked a lot, but typically I tend towards the simple, abstract ones.
I don’t like it when a game slows to a crawl. No one does, but I place a great deal of importance on momentum.
I believe that the issue of game speed and the issue of how the Mod and players relate to each other are closely intertwined. At a given time, the amount of action a Mod has to do and the players have to do are usually inversely related. Players must submit orders and the mod waits, then the mod must process an update and the players wait. This is dangerous, often deadly to the life of a game. The two need to occur as near simultaneously as possible. This cuts down on the action/reaction aspect of the game, freeing players and mod to write more about what they want to do, rather than just being obligated to respond to a certain number of issues.
And, of course, there’s accessibility. Good lord, where is everybody? Either a ton of people have no desire at all to even try something like this, or a ton of people aren’t curious enough to find out what goes on in this forum or think they know and just dismiss it.
Post your thoughts.
If there's anyone who checks in here occasionally but doesn't play for whatever reason, anytime's a great time to speak up and make suggestions or ask questions, but now is especially good!
Hopefully we will be able to come up with some kind of consensus or applicable variety on what it is we want personally in NESes, as well as what needs to be done to revitalize this honorable craft here at Poly.
---------------------
Personally, I like most any settings for an NES: Historical, modern, ancient, near future, alt history...Sci fi can be good if the technology/physics model is sound, allowing players to know what goes and what doesn't. I'm not fond of fantasy NESes, which in my memory there haven't been any here at poly, but they do them occasionally at CFC. Quirky or alternate settings, such as the gnome one are good, again as long as the parameters are sensible and well defined.
The big thing for me is a particular NES's system. I don't have a problem with complicated rules, but I've seen that it is very difficult to have realistic rules that aren't incredibly dense and unwieldy. I've seen a few complex rulesets that I liked a lot, but typically I tend towards the simple, abstract ones.
I don’t like it when a game slows to a crawl. No one does, but I place a great deal of importance on momentum.
I believe that the issue of game speed and the issue of how the Mod and players relate to each other are closely intertwined. At a given time, the amount of action a Mod has to do and the players have to do are usually inversely related. Players must submit orders and the mod waits, then the mod must process an update and the players wait. This is dangerous, often deadly to the life of a game. The two need to occur as near simultaneously as possible. This cuts down on the action/reaction aspect of the game, freeing players and mod to write more about what they want to do, rather than just being obligated to respond to a certain number of issues.
And, of course, there’s accessibility. Good lord, where is everybody? Either a ton of people have no desire at all to even try something like this, or a ton of people aren’t curious enough to find out what goes on in this forum or think they know and just dismiss it.
Post your thoughts.
Comment