So Peril and I can have some interesting discussions and such. While at lunch yesterday, we got onto the topic of my last post… Motivation. Why we play. Well as many times such discussions go, it was a gateway to my next topic… “Jumping the Shark”.
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Jumping the Shark? )
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Now if you were to ask why this game broke, it all started with a clique. I know people say that sometimes they’re good, and others go “eww bad”. I’m more neutral. If it drives story, then great. If it drives story for a handful of people who refuse or exclude others… this is bad. Pretty straight forward, yes?
Interestingly enough, when I went shopping about for a MUSH, this is a reason that many others gave me for leaving. Scary, huh?
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I'm a little weary by this point of our absolute inability to get anywhere with the black road, actually, and I think the general trend by players toward pursuing other story lines bears that out. But here we have GMs who will work with you. In the other cases I'm thinking of, the GMs held a stranglehold on information, and if you didn't ask the right questions, you might as well not RP. I've never been a good mind-reader and I've inevitably given up and left those games.
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I really love how you just grab people and go. It's awesome!
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Thanks, it's good to know. The flip side is that sometimes I screw up, or fail to pull people onboard, but it's a flip side doesn't exist until you try.
Doesn't quite sound right, but you know what I mean.
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(Peril)
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Trying to find a japanese flash from FF11 I once saw that explains what I mean.
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http://www.1up.com/do/blogEntry?bId=7368648&publicUserId=5550732
I think in MUSH, we're prone to falling into the same sort of malaise that befalls entire MMORPG communities, it's just harder to tell. But the truth is, despite how disfunctional folks can be at times, we're all playing in the same hallucination, and most of us would love to share our pieces of it with others, and most of us would love to see the other pieces, or dive into something that hasn't been explored before.
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