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Author Topic: The Measure of a Forum Game  (Read 2201 times)

Araph

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The Measure of a Forum Game
« on: December 23, 2011, 05:51:19 pm »

I've been thinking lately; what is it that determines how well liked a forum game is? What subject draws viewers to it? What level of silliness and seriousness is the perfect balance?

For answers, I turn to all of you. There are a few staples of this board that seem to be these immortal behemoths; for example, Elves of Amanereli and You are King come to mind. Elves of Amanereli survived a 20 page lack of updates by dint of its popularity, and You are King has people responding nearly constantly. And yet other games sink into obscurity by the end of the first day they were posted. It seems like a bit of a conundrum to me.

To each individual reading this, I ask: What do you think makes a good forum game?
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Furtuka

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Re: The Measure of a Forum Game
« Reply #1 on: December 23, 2011, 06:02:02 pm »

Dedicated Gm's  who don't forget to update
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terkiey

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Re: The Measure of a Forum Game
« Reply #2 on: December 23, 2011, 06:08:19 pm »

I agree with you, Araph, I have no idea. It seems completely luck based on if it strikes peoples fancy near the start of the thread. Once it has enough updates it is basically set. That is my idea anyways.
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Ottofar

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Re: The Measure of a Forum Game
« Reply #3 on: December 23, 2011, 06:09:29 pm »

Easiness occassionally.
Things like how well known is the person above you and such live off it.

Iituem

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Re: The Measure of a Forum Game
« Reply #4 on: December 23, 2011, 06:12:47 pm »

The silliness/seriousness balance varies by audience, but the working balance is typically in the middle, wedged slightly to either side.  Horribly serious games can potentially get boring, but also attract a very small audience even though they have the potential for fantastic high drama.  Absurdly silly games have a wide level of attraction but very little pull once you arrive.  They're fun, but you can pick them up as easily as you can put them down, contrasting very serious games which have little attraction but a heavy pull once you're in.

Next up is buy-in.  Suggestion adventures have a greater staying power than straight stories because players get a sense of buy-in.  They also tend to be fairly open to the public, rather than closed games with high buy-in like Godhood.  Higher buy-in leads to more survivability.

Content is a powerful draw, especially high level content.  Elves of Amanereli has the draw of both good writing and a beautiful art style.  DarkerDark's art brings people back and keeps people waiting even after months-long absences.  The fact that he is a sole creator helps in that you don't get multiple person burn-out.  You are King's content (with its high buy-in as well) comes from the high base quality of writing and storytelling provided, as well as an insanely fleshed out (and perhaps definitely overly complex) ruleset to back it up.  The ruleset content of You are King stops it from degrading into "Cops and Robbers" freeform adventuring where nobody can agree who got shot and who did the shooting.

Burn-out and regularity are very important.  Space Adventure! has a big draw because even though the art style is good but not fantastic (and I think Robocorn is humble enough to agree, when compared to DarkerDark, but that doesn't mean it's not good in its own right) Robocorn updates regularly - not like clockwork but often enough that people know they can come back and not find it going on a month-long hiatus.

Burn-out is an issue with game-mastered games.  Where managing the responses to ten or twelve players is put upon one person's shoulders (especially if those responses are on the high content level of Godhood or You are King) a skilled and enthusiastic GM can keep a game up for several months but will eventually burn out and get sick of it.  Sooner if they don't have an insane level of dedication (which most people are smart enough not to).  The prime success of the first part of You Are King was inheriting the (accidental) twain-GM format of You are Lord, but a certain creator was foolish enough to put far too much energy into it and burned out nonetheless.  The sequel preserves and continues in part because there are at least 3 GMs now and because they are all very balanced, sensible individuals.  (Hats off to CG in particular.)

GM Interest can also be an issue from the start.  When a game begins with a clear indication of either high player involvement (choose your own adventure!) or high quality content (3 paragraph intro with excellent artwork) and a well-established humour:drama ratio it will have a powerful initial pull as it leads to expectations that it will either be easy to continue or the creator is very dedicated.  When the game seems devoid of content or at least creativity for the players it seems to display a lack of interest on the part of the creator - such a game is doomed to failure.

Some games will find their way back no matter what, though.  You are WIZARD! being a particular contender...
« Last Edit: December 23, 2011, 06:14:33 pm by Iituem »
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vagel7

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Re: The Measure of a Forum Game
« Reply #5 on: December 23, 2011, 06:16:19 pm »

Take note of Iituem, he is one of the best in the business here.

(Totally my own opinion)
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GlyphGryph

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Re: The Measure of a Forum Game
« Reply #6 on: December 23, 2011, 06:30:29 pm »

I think hooks are important as well - doing something that hasn't been done before, adding some sort of twist that makes people interested in what happens next.

Take You Are Mountain, one of my games - On the face of it, it doesn't seem super interesting - after all, mountains don't do much! It never had any action, and god knows I've got a reputation for leaving my games unfinished usually when they get the most interesting. But it got a decent volumes of posts considering my mediocre artwork and storytelling ability, probably more than any of the other games I've run, in large part because both the story and the mechanics were novel, and after a few updates people realized there was actually a kind of puzzle underneath. The novelty of "What sort of game can be based around being a mountain?" combined with "Oh, I wonder what happens if..." combined to make people interested.

I'm not sure I agree with there being any sort of serious/silly divide as far as how likely a game is to work. And lots of games aren't really either. It's probably about as relevant as the peaceful/adventure dichotomy.

However, you DO need need at least a certain amount of structure so that people know what to expect, and an atmosphere that's enjoyable enough that people want to keep reading.
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Robocorn

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Re: The Measure of a Forum Game
« Reply #7 on: December 23, 2011, 06:30:30 pm »

Burn-out and regularity are very important.  Space Adventure! has a big draw because even though the art style is good but not fantastic (and I think Robocorn is humble enough to agree, when compared to DarkerDark, but that doesn't mean it's not good in its own right) Robocorn updates regularly - not like clockwork but often enough that people know they can come back and not find it going on a month-long hiatus.

Man why you got to compare me to Darkerdark? I've been trying to juxtapose myself to The_King_of_weasels. :P

But really man, I was pretty consistent back when the art was godawful instead of just mediocre.
I hammered out an update almost every day up until late July when my computer broke.
I can't say I recommend that anyone give themselves a regimented schedule for updates like I did.
Sure you get some cool stuff developed, but then you have trouble keeping track of your own story
and people confuse the name of the thing you've been working on for a year.

My recommendation is picking a sufficiently memorable name from the offset. :P
 

Powder Miner

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Re: The Measure of a Forum Game
« Reply #8 on: December 23, 2011, 06:33:44 pm »

Your art's not mediocre, Robocorn, it's good, it's just that DarkerDark has ridiculous skills.
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Fniff

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Re: The Measure of a Forum Game
« Reply #9 on: December 23, 2011, 06:45:39 pm »

I often times wonder that myself.

I had a bit of a bitter stint where I thought all the dumb, "waaaaackyz" adventure games were the only ones that survived, but that's just me.

Personally, I think I just have bad luck. No offense to the people who post in my adventures, but... you can make very odd commands and argue a lot. I'd prefer if I got someone else other then just new people. So, most of my forum games completely fail at the start. It's good that there is a definete pattern, so I may or may not get back into making adventures that last.

King DZA

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Re: The Measure of a Forum Game
« Reply #10 on: December 23, 2011, 07:30:53 pm »

Dedicated Gm's  who don't forget to update

Gotta go with this more than anything. I've seen lots of interesting games, with great potential and high interest, fade out only because the OP ends up forgetting/abandoning it.

Fniff

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Re: The Measure of a Forum Game
« Reply #11 on: December 23, 2011, 07:32:27 pm »

Dedicated Gm's  who don't forget to update

Gotta go with this more than anything. I've seen lots of interesting games, with great potential and high interest, fade out only because the OP ends up forgetting/abandoning it.

I'm really sorry for abandoning Zombiestruck.

freeformschooler

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Re: The Measure of a Forum Game
« Reply #12 on: December 23, 2011, 07:42:26 pm »

Iituem's advice is excellent, but I want to make an addendum: well-thought out games tend to be more fun, interesting and long-running than 90% of the other forum games. It's easier to attract new people at the start if your opening post doesn't consist of one paragraph. If you start a game on the spot with nothing more than, "You know what would be really cool?" then it would take a Robocorn or Blade Master quality GM to keep it going and interesting for a long time.

I would also say that art isn't really a big deal. You can have a top notch forum game with no art at all. It does, however, tend to draw people in more.
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Fniff

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Re: The Measure of a Forum Game
« Reply #13 on: December 23, 2011, 07:43:28 pm »

One thing: If you can end (Not end as in abandon, have an actual epilogue) a forum game, does that make it good?

King DZA

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Re: The Measure of a Forum Game
« Reply #14 on: December 23, 2011, 07:51:47 pm »

I think if the timing is appropriate, a good ending to finish up the story can make a great forum game legendary. It could make it very memorable, and also gives a sense of completeness to all involved.

Oh, and no worries about Zombiestruck. It was fun while it lasted. :)
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