Hmm. A lot of people posted while I was in class.
Yeah, was gonna ask about that just before the skeleton ninja'd me, but one thing that doesn't seem to match up is how the effort to run a large game with lots of active players (MMWW) would equal that to run a game with a small amount of active players (the missions peeps) and where the others off-mission are self-flagellating organizing
I was explaining to Kedly why having the inactive city peeps be "zoomed out" wouldn't work. In MMWW, everyone is zoomed out, and Kedly was suggesting that Oro would likely not have anybody with less. But, Oro would also have the active mission people, who would be "zoomed in", rather than zoomed out, and therefore Kedly's idea for Oro would be more work intensive than MMWW.
Actual Oro: 50 people inactive, 0 people zoomed out, 5 people zoomed in
Kedly's Oro: 0 people inactive, 50 people zoomed out, 5 people zoomed in
MMWW: 0 people inactive, 55 people zoomed out, 0 people zoomed in
@syv
True. MMWW has that potential. it's just hte setting seems to be aimed in hte wrong direction for my taste - irreparable loss of a fundamental aspect of life leading to social decay / destruction, and hopelessness. On the other hand, with Oro, Faith and Hope are two driving factors in character growth / sustainability, and the ultimate success of the mission for the greater good is actually possible. that's a personal preference for me though.
Ancient greece had three types of play:
comedies (with happy endings)
tragedies (flawed characters and much sorrow - think oedepus) and
satyr plays (drunkenness, slapstick clowning, sex, potty humor - the Three Stooges meet Deadpool)
the entire internet is the third type, but I lean heavily toward the first. MMWW seems to lean more toward the second.
Well, I suppose that's a fair point that I can't really argue with. I greatly prefer tragedies most of the time. Or, at least, stories where he motivating emotions are negative. Comedies which aren't motivated by tragedy invariably strike me as satyr plays, to use the greek terms.
I like how much we could influence the game world in significant ways, and really feel like your actions had an impact, both on missions and outside
...I'm not politicking here, but I greatly disagree with this. Most missions feel like they won't affect the universe at large, regardless of how they go. Sure, there's things like Nik's little fling dooming the universe, but that's the exception and really felt like it was out of the blue and unrelated to people's actions anyway. Tinker virtually never feels like it actually accomplishes anything, though I suppose you might have a different experience with that due to the awesome goop thrower.
@player caps: Personally, I'd prefer having 2 5-man missions who update once every day (or even once every 2 days) than 1 missions that updates twice a day. Mostly because the latter doesn't work with my timezone, and I remember my first mission where I'd miss several turns due to my weak fleshy need for sleep.
*HEAVY AGREEMENT*Yes, my timezone's only an hour or two off of PW's, but I dislike it when I miss turns of a game because I only checked it once or twice in a day.
Also the shipping company mission was one of my favourite missions once I learned how to start manipulating the city. I'm focussing so much attention on Oro partially because of this. Two significantly diferent types of playstyle. Mission vs ciy influence
I suppose Oro does have the missions too, but MMWW would certainly have far more city-influencing gameplay.