11-11-2016, 05:18 PM
(11-11-2016, 05:13 PM)Ramke Wrote: [ -> ]I've learned the lesson that you just play a part in the storyline, but you have no influence on it. It's not a dynamic universe where the universe may respond and be changed by your actions, it's just you playing in the given scenario and trying to make the best of it.
As it stands at the moment, player accomplishments have zero weight. If what you're doing is neutral or (god forbid) against the established storyline plans, then regardless of whether you're an official faction of 20 active members or not, you won't see any changes to reflect it in-game.
Good point, but not absolute zero. You can win tactical and economy benefits for yourself and groups through gameplay (PoBs, credits), and through RP (Special Roleplay Characters), but you can't do anything for a group in any meaningful way, let alone houses. The level of control people have goes down with teamwork, not up. You're not rewarded for 3 or 4 factions working together to start a new story development, you're rewarded for doing your own thing. You should be rewarded for both, since this is obstensibly a game based upon player interactions, with fun usually proportional to the number of players present (give or take).
The problem is that the Official Faction Right over NPC roleplay is a sham. It exists only in name. You have gameplay rights, but your RP rights are minimal.
I'm very careful about making this distinction because gameplay is RP in many ways. Even ingame text is gameplay because it has gameplay consequences and is part of the game. The forum is also part of the game. It's how people impact the universe.
The problem is that the "Universe of possibility" sometimes gets pooped upon because people who arn't doing the RP get to determine the RP of the others. You can argue that there are limits to this, say, Zoners trying to take over an Omicron system by building POBs at the jump holes. But if an interaction is going to raise activity by being fun, not frustrating, and a majority support the idea, what is the rational cause for preventing that story development?
Support means people log, increases playercount, brings people into the roost, makes game more fun.
If it's compelling then it's good. I've repurposed story arcs that have annoyed people - it's a common problem in disco - your story gets in the way of my story, and we're really rather adept at working out compromises in the end. If it's good for the diners, why not for the cooks?