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Topic: Universalis, Entropy and the Fall of the Uniwiki
Started by: Trevis Martin
Started on: 10/25/2005
Board: Actual Play


On 10/25/2005 at 10:50pm, Trevis Martin wrote:
Universalis, Entropy and the Fall of the Uniwiki

After a fourth and fifth try, our attempts at playing Universalis by Wiki have come to an anticlimactic end.

I think Mike's original idea, way back when we started thinking about play by post on a wiki for Universalis, was a subtly different game.  He was interested (as I remember) in a game with many participants where the world building was the focus.  Others who played were interested in a more traditional scene centered game.  The first two Universalis Wiki tries were killed by wiki spam so, being interested, I offered to host the game on my wiki, because the engine I use is relatively secure and because I was convinced that some things could be done to accommodate Universalis play, including the automatic tracking of coins.

The Universalis Arena 3 was born as an attempt to play Sim Universalis.  The interface was a bit clunky requiring multiple entries for the tracking to work.  This game started as a Jules Vernian "Hollow Earth" game instead of the multi universe "shard" games that had been played earlier.

Because of the nature of the medium it was generally ruled before play that there were no strict turns.  Multiple scenes going at once were possible and people could post where they wished when they wished.  We hoped that by attaining a critical mass of posters the game would be perpetually moving.

As these games do, this game dwindled into nothing. When the game came to an absolute standstill we did a little postmortem on it.

Not wanting to be licked I refined the interface for the following game.  I'm pretty sure that I ironed out the usability problems outlined in the last thread I linked.  Everyone said the interface was pretty easy to use and understand.   So we began Universalis Arena 4.  We got quite a few people who signed up, which made me excited that this would work. 

In an attempt to solve what we saw as a problem with diffuseness in scenes we came up with some rules to commit players to play scenes through.  This game also failed though we could no longer blame the interface for the issue.  People simply stopped posting.  People were not invested with what was happening in the game.  The setting stuff we had started wasn't cranking anyone up very much so we scrapped it and started again.

Due to This clever post by Mike Holmes we realized the importance of everyone getting invested.  In discussion on the boards of my site we decided to reconcile ourselves to the idea that we would only be 5 or 6 players and to no longer expect any growth because it would be too hard for people to be invested in the game from the beginning.I even posted two tenets one demanding that every player has a story element tenet which they are jazzed about and committed to seeing realized in play, and a second asking for a voluntary commitment to make two spending scene posts a week.

Well, so now this final Uniwiki has failed.  It was whittled down to just three of us.  Scott Martin, Chris Weeks and myself.  We didn't have the drive to keep it going on our own.  This, combined with the failing of the online Sorcerer PBP, Razing Arizona, that I was in, and the failing of the playtest of my exclusively PBP game, Revisionist History.  I feel a little soured on the whole asynchronous gaming thing.

We started off well enough, in the new Uniwiki, but things soon slowed to a crawl.  It seems the idea of Universalis by post is fatally flawed somehow.  This is my idea as to why.

Universalis, as a game, builds up a great deal of entropy.  The game itself is perpetually expanding and fuzzy.  Unless set inside the individual or in some kind of tenet, there are no walls or limits to bounce off of.  Many role playing games have a set setting or situation or character that provide that creative contraint for players to bounce off of and gain energy from.  Universalis does not have any of those things and so the system is always loosing energy.  It is a game with a lot of points of contact, and which requires a lot of energy to keep going.  In a live setting, when everyone has their minds charged up (like haveing just seen a cool movie) and an enclosed and focused social situation, these problems can be overcome.

But, add this kind of system to play by post gaming which is, by its nature, much less focused (or requires hyper focused and committed people) and has no immediate social reinforcement.  Add to that no turn order requirement and the energy loss ramps up that much more. It is, played in the way we attempted, Unsustainable.

I'd like to hear from all those who have participated in the various Universalis by post games as well as anyone else that has any comments on this issue.

All this said, my wiki is still available for anyone who wishes to play by post any kind of game.  Just contact me and let me know.

best

Trevis

Forge Reference Links:
Topic 11846
Topic 11968
Topic 14414
Topic 15499

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On 10/26/2005 at 3:57pm, ScottM wrote:
Re: Universalis, Entropy and the Fall of the Uniwiki

Great wrap up Trevis.  I agree that the interface is simplified to the point where it clearly isn't the responsible party. I know it took a lot of work on your part. Thank you.

I agree that it's unsustainable, though I don't know why.  I think these two points you mentioned: the lack of focus and the lack of social reinforcement, combine to pull things apart. 

Most PbeMs I played have fallen to entropy-- but usually the GM can keep things going a bit longer, especially by reclaiming players who are drifting.  Kind of a hall monitor position; making sure that absences are quickly cut out or encouraged to rejoin the game.  Without a hall monitor, drifting players might get one or two weak reminders before they drift completely away.  There's also less a feeling that you've dissapointed someone specific... there's less guilt to make you post through a rough or boring spot.

Those are my observations and guesses so far.
Scott

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On 10/26/2005 at 4:29pm, Valamir wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

I think the culprit is not solely asynchronous gaming, but rather the juxtaposition of asynchronous gaming with players who have very high standards for considering a game enjoyable and worth their time and those standards are challenging to meet with asynchronous communication.

Consider the importance that recognizing the non verbal cues of your fellow players has in the Big Model.  That's where enjoyment gets recognized, that's where synergies get going.  People get jazzed off of seeing other people get jazzed.  Its hard for eagerness and excitement to come through in asynch communication.  This is also proven to be a big hurdle for distance education practitioners to overcome.  Student participation in asynch classes tend to be much more torpid than in live classes, or even sych classes.

For gamers whose reason for participation doesn't boil down to getting jazzed by other people being jazzed asynch gaming should (and has) worked fine.  But for those for whom that's a priority...especially for narrativist play where its pretty much a requirement...asynch falls flat in a big way.

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On 10/26/2005 at 5:16pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Yep.

The only thing that I wonder about this, is whether or not Universalis is any worse for asynch play than any other game. And it might be, in fact, for the reasons that Trevis lays out, though lots of other games fall apart in asynch play. Most, I'd say. So it's hard to say for sure.

But certainly the feeling that I had to start that in fact Universalis would be good for this sort of thing isn't in any way particularly true. At least not for the sort of play that ended up occuring.

As I've said elsewhere (and Trevis indicates above) I am still interested in what I'm now calling WorldWiki which is a very different set of rules than Universalis meant to inform people that play is less about trying to create storylines, and more just about worldbuilding. That said, though I think the rules that I'd posted for WorldWiki might work, I'm currently working on a design that I think will be much better for this. Still in it's infancy, however.

Mike

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On 10/28/2005 at 5:41am, nijineko wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

thank you for your insights into why PBeM format games seem to fall apart. i have had a few online attempts at gaming with some friends, much more structured games that what you seem to be talking about, but even then, it fell apart into almost nothing. now it is down to just myself and one other. between the two of us, we continue, and even enjoy it. but, i must admit i miss all the others too. in our case, scheduling seemed to be the clincher. eventually people didn't want to take the time needed to come up with something, and were distracted by other life things in their schedule.

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On 10/28/2005 at 2:53pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki


Hi Ninjineko, welcome to the Forge. What's your real name?

It's not "life things" and "schedule." These are the excuses people use, yes, but they are excuses. I mean, the players all decided to play in the first place, right? So they didn't have "life things" and "schedule" then? Those things suddenly appeared?

Players might even feel like those things did appear suddenly. But the fact is that we all either make time for a game, or we don't. What's really going on is that the player is comparing the urge to post at each moment to the urge to...do "life things." Or watch TV. Whatever it is. And they're deciding not to post. This is true of all gaming, but especially with Asynch gaming. Because you really don't have an excuse with Asynch gaming. You're telling me that you can't come up with 10 minutes to post a couple of times a week somewhere in your schedule? As compared with attending a 4 hour session? Timewise, the shortness and flexibility of asynch are optimal. So they never, ever fall apart for "scheduling reasons" or the like. This is just what people put forth.

No, they fall apart because they're not very social. Basically RPGs aren't often played solo, and having more players actually means more solo players, in terms of asynch play in many cases. So no surprise individuals fall out. How often do players drop out of a face to face RPG in the middle of a session? I've never seen that happen. Because the social pressure of being face to face, committed to being present with others to do this activity in question, is amazingly powerful.

Now, does that mean that all asynch play is doomed? Well, I've had PBEMs go for a long time. I've got one going right now that's been going for nearly a year and is over 1000 posts. I have another that's been going on at an amazingly slow pace for over two years now (like some months having only one post or so), but refuses to die. There is a level of committment that you can achieve if you spend some time in the game being social. That is, not just posting to the game, but either making social posts, or actually being FTF with the players from time to time (even if you don't play when you're FTF).

So asynch is merely very problematic. Not automatically doomed. Play tends to crawl along at such a slow pace that it's just not often enough to keep your attention without that social reinforcement.

Mike

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On 11/2/2005 at 6:33pm, nilsderondeau wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Trevis wrote:
Universalis, as a game, builds up a great deal of entropy.  The game itself is perpetually expanding and fuzzy.  Unless set inside the individual or in some kind of tenet, there are no walls or limits to bounce off of.  Many role playing games have a set setting or situation or character that provide that creative contraint for players to bounce off of and gain energy from.  Universalis does not have any of those things and so the system is always loosing energy.  It is a game with a lot of points of contact, and which requires a lot of energy to keep going.  In a live setting, when everyone has their minds charged up (like haveing just seen a cool movie) and an enclosed and focused social situation, these problems can be overcome.


Hi Trevis,

Had been watching the progress of the latest UniWiki and must say that I continually thought to myself "they're losing unity".  I could sit down and write a very long, literary post about aesthetics which would bore everyone, myself included.  Instead I should just say that the play reminded me of a piece of fiction written by an imaginative student who has lost sight of why his story needs to be told.  His strong suit is his imagination and so he invents another damn thing to keep his own interest up and hopes to do the same for his audience.  Now I know all that goes for fiction writing doesn't go for gaming--vis. Mike Holmes's comments on social interaction--but there is something about engaging narrative form that begets momentum.  I'm not criticising your play: part of the appeal of Uni is making up "another damn thing" and it is wonderful that this instinct is accomodated.  But for asynchronous play, I really think there has to be a fairly well-shaped narrative or an agreement about form.  This can happen accidentally, but I think this is rare.

Anyway, very interesting!

Cheers,
N.

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On 11/2/2005 at 9:40pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

I agree - investment is lessened as the focus wanders. Assuming people are looking for a coherent narrative. This is why what I've always wanted wouldn't have a creative agenda to shoot for a coherent narrative at all, and instead be about worldbuilding. Not sure that'd work any better, but I can garuntee that I'm more interested in it personally. In that case discursion is the point of play.

Mike

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On 11/2/2005 at 10:07pm, Trevis Martin wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Hi Nils,

Yeah, trying to get back up from the previous failure didn't help much either.  The experience has made me do a lot of thinking about the power of creative constraints.  This is something I've thought a lot about in the context of art.  I see games like Lexicon that seem to succeed  because the constraints are very strong and the time is short.  When playing Uniwiki I admit that I sometimes felt the yawn of the chasm of time on the edges of my conciousness.  Thinking about that, and continually pouring energy into that chasm,  is part of what de-energized me.  I've been wondering what would happen if you did something like a set number of scenes for the whole story, say 12 or 15.  One scene per week, period.  You'd know the game wasn't infinite, 15 weeks is about a semester.  In fact I thought about all sorts of limits.  LIke say only 3 or 4 main characters, unity of place, etc.  All those things that are sometimes thought about in fiction writing.

I don't know that I could persuade anyone to give it another go though.  :)

best

Trevis

It makes me want to figure out a formula for time constraint in Revisionist History too.

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On 11/2/2005 at 10:20pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Frankly I haven't seen any evidence that Lexicon actually works any better, either. Which is bad news for me, because it's largely the sort of worldbuilding exercise that I advocate.

Here's a theory that's really unlikely to be right. How about the problem with UniWiki is that it's open but wants story, and with Lexicon that it's closed, but wants to contain more? That would make both of us right.

Sounds like wishful thinking and pandering to parallelism, however. :-)

Mike

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On 11/2/2005 at 10:58pm, nilsderondeau wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Trevis wrote:
When playing Uniwiki I admit that I sometimes felt the yawn of the chasm of time on the edges of my conciousness.  Thinking about that, and continually pouring energy into that chasm,  is part of what de-energized me. 

Ohmigod!  You just described the past fifteen dispairing years of my writing life!  It's tough, ain't it, the frission between new invention and actually putting it into operation.


I've been wondering what would happen if you did something like a set number of scenes for the whole story, say 12 or 15.  One scene per week, period.  You'd know the game wasn't infinite, 15 weeks is about a semester.  In fact I thought about all sorts of limits.  LIke say only 3 or 4 main characters, unity of place, etc.  All those things that are sometimes thought about in fiction writing.

And now you're saying exactly what I just logged in to say.  I was going to be so smart about it, suggesting that players adopt some sort of formulaic constratint in the tenet phase.  Somewhere there is a list of dramatic/fictive structures that could serve as guidance.  As I've posted before, I think Uni needs these kinds of constraints to work online.  Yeah, it could be as simple as choosing a set number of scenes or deciding on a series of objects one of which that must appear in each scene--you all were on the way in the last Uniwiki game with the Quote tenent.  I loved that!


I don't know that I could persuade anyone to give it another go though.  :)

Well you could count on my participation.  One word, however, since we seem to be doing a postmortem on the wiki--I really have trouble with the format, with having to enter the right codes, etc.  I think you're far better off playing this in threaded fashion in a forum, using something like Yahoo groups databases to track coins, facts, objects, etc.  Could be I'm just hopeless, but since reading the wiki represented some static in my enjoyment of following the game, I thought I would mention it.

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On 11/3/2005 at 12:02am, greyorm wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Trevis,

I can't say I'm surprised. That had been my exact experience with PBP games for many years, and one of the main reasons I stay the hell away from them these days. It is also one of the reasons I demand, as a rule, that anyone joining one of my on-line RPG groups make a specific commitment to the game, to be there every week, and that if they do not feel they can make that commitment, to pass on the invitation.

In 15-years of FTF gaming, I only ever had one player we booted from a group because they decided not to show regularly (and obviously had other things they wanted to do with their time), but there's something about the Internet that makes people blow off their game time for other things, to an extent that wouldn't be tolerated in FTF groups. There's a come-and-go, whenever-I-feel like-it, noncomittal nature to internet behavior in general, and it can be seriously detrimental to RPG play.

I'd heard about all the Uniwiki games, Raising Arizona, etc. and made the conscious choice not to participate, despite my interest, because I simply did not feel like investing the time and energy into something I knew would never come to any sort of resolution.

And I think that is often the trick with these things: working towards a resolution. Rather than an open-ended, let's-see-where-this-takes-us, this-is-going-to-go-forever sort of situation, put a time-limit and/or a clear end-game/goal on it.

The most successful PBP I ever played was actually a board game, and the only reason it crashed is due to the guy running it placing play on hold "for a bit" and then moving to Japan for three years, though I think there were some ulterior reasons for him not completing the game.

//Tangent //
He had mentioned to me in discussing play that the game was not playing out the way he had envisioned it. I believe the frustration mounted for him as the game continued to move further and further away from his vision of what it was supposed to be like during various turns.

I'm not talking about the way it was working mechanically, but progressively. Basically, the guy running the game was looking to use it to develop a history of his game world, but he had some ideas of how that history should happen before play began. Simply, his own expectations of where play was going to/should have gone sabotaged his ability to allow the game to happen and destroyed his own enjoyment of it.

Years of Illusionist play and GMing were trounced by simple board game rules that did not obey the necessary fudging to pseudo-organically "produce" the desired events -- the illusion of an organic history that exactly matched his vision, thus validating that history in some manner, was shattered. Instead, things happened as they happen in a game: in an unknown manner, without a script, and without foreknowledge of the resulting events.
//End Tangent//

We ended one turn shy of end-game (which honestly still aggravtes the hell out of me). That was the last time I ever participated in a PBP.

Now, many, many years ago I also played in PBM games that lasted forever: both Duelmasters and Hyborian War. I don't know how the guys at RSI manage it, or what their player turn-over rate is. I only stopped playing because I ran out of disposable income to devote to it, and plan to jump right back in to one or both

I think, perhaps, the reasons for the success of these games as long-term enterprises are twofold: with Duelmasters, there is very much a "drop-in, drop-out" mentality. It doesn't matter if a particular player and their team suddenly disappear, because you can still keep playing without interruption AND anyone can join in, or back in, at any time. Even if every other player disappears, the lone individual left can continue to play against the teams RSI (the company) itself runs, and there is no difference between them and your team.

Second, with Hyborian War, the world doesn't stop moving because someone drops out of the game. Their country continues to be run by the individuals at RSI, basically put on automatic, but such a thing is transparent to the other players: for the most part you do not know if another player is a computer/company nation or another player. There is also an end-game component: the game ends after a particular number of turns have passed and a winner is declared based on well-known criteria.

(There is also a commitment-through-monetary-investment aspect to RSI games that affects player retention rates, but I think we can ignore that here, though it is a viable method to produce incentive, and one my high-school FTF group actually adopted at one point.)

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On 11/3/2005 at 12:37am, Trevis Martin wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

HI Mike,

Mike wrote:
Frankly I haven't seen any evidence that Lexicon actually works any better, either. Which is bad news for me, because it's largely the sort of worldbuilding exercise that I advocate.


At least I've actually seen Lexicons completed.  The same can't be said for asynch Universalis games.  So far, anyway.

Nils,

One word, however, since we seem to be doing a postmortem on the wiki--I really have trouble with the format, with having to enter the right codes, etc.  I think you're far better off playing this in threaded fashion in a forum, using something like Yahoo groups databases to track coins, facts, objects, etc.  Could be I'm just hopeless, but since reading the wiki represented some static in my enjoyment of following the game, I thought I would mention it.


That's interesting.  I thought I had the format pretty well worked out.  I mean,  you don't really have to enter much.  Two drop downs (and those only when you form a new scene or component) and then use the quick entry form and put your coin numbers in the boxes.  One of the reasons I like the wiki format is how everything can be linked together and such.  But I don't know maybe it is still too complicated.  Did you try adding an edit to anything to see how it worked?  Or creating a new fact page?  I'd love it if you could get more specific on this.  Anyone else who has input on this score, I'm interested in hearing from you too.

Hi Raven,

I think, perhaps, the reasons for the success of these games as long-term enterprises are twofold: with Duelmasters, there is very much a "drop-in, drop-out" mentality. It doesn't matter if a particular player and their team suddenly disappear, because you can still keep playing without interruption AND anyone can join in, or back in, at any time. Even if every other player disappears, the lone individual left can continue to play against the teams RSI (the company) itself runs, and there is no difference between them and your team.


This is kind of what we were hoping for with a 'critical mass' of players.  It turns out in our experience that once people drop the phenomenon of the "game moving on" seems to destroy their investment and keeps them from coming back in.  Generally when someone goes, they go for good.  And we have no equivalent "core' like the RSI staff to keep things going.

(There is also a commitment-through-monetary-investment aspect to RSI games that affects player retention rates, but I think we can ignore that here, though it is a viable method to produce incentive, and one my high-school FTF group actually adopted at one point.)


Ah!  My new get rich quick scheme! :)

best

Trevis

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On 11/3/2005 at 2:01am, Christopher Weeks wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Trevis wrote:
I don't know that I could persuade anyone to give it another go though.  :)

I know I'm a sucker.  If we assemble five or more players who we all think are driven to participate, I'm in.

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On 11/3/2005 at 3:20am, greyorm wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Trevis wrote: It turns out in our experience that once people drop the phenomenon of the "game moving on" seems to destroy their investment and keeps them from coming back in.  Generally when someone goes, they go for good.  And we have no equivalent "core' like the RSI staff to keep things going.


Duelmasters is a bit different in this regard, in that there is no learning curve to get in on the action. I don't know how much you know about DM, if anything, but the short of it is that it is a tactical gladiatorial combat management game. You play the manager and tell your warriors when and how to fight, try to match them up against opponents, develop friendships/rivalries, etc.

So you don't need to know anything about what has happened before in the game in order to start playing right then. However, I have a feeling there is a huge time investment in Uni on the wiki in order to drop into an established game, or (if there isn't) the perception of one that is not mitigated by an "Everything you need to know to play" one-page.

As for a core staff you need (for Uni) yourself and one other person. That's all. You don't need five or more core staffers. Just enough people to keep the game going, those dedicated to such a goal, with the interest to keep it up. You seem to have that, so find someone else.

Thus far, it seems like you guys develop all this stuff, and then you quit. Well...ok. Why, though? That seems like a waste of time: "Well, that didn't work out, so let's do it again and start over from scratch!"

Honestly, I can kind of see why you aren't getting anyone excited about it: this is definitionally dysfunctional play! "It still isn't doing what we want, darnit! I'm not happy with the results! Let's do it again!" This IS all those broken gaming groups who prompted Ron to write about them in his essays.

And if tthat isn't true, if you aren't experiencing dysfunction, then why all the public angst about these things not reaching some arbitrary, self-sustaining critical threshold? If you are happy, then don't say "We quit." Say, "We finished."

Whatever you produced, that's your 'product' -- even if it doesn't quite reach the exact and precise goals and ideas you had for the climatic finish or whatever. It's an "In Media Res" situation or setting now freely available to anyone who wants to use it as such. Copy-n-paste all the developed material and drop it into a big text file or other document.

Ah!  My new get rich quick scheme! :)


I get 10% consultation fee as my cut from all profits! (heheh)

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On 11/3/2005 at 8:49am, Trevis Martin wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Raven,

Honestly, I can kind of see why you aren't getting anyone excited about it: this is definitionally dysfunctional play! "It still isn't doing what we want, darnit! I'm not happy with the results! Let's do it again!" This IS all those broken gaming groups who prompted Ron to write about them in his essays.


Wow, that stung.  Part of why it stung is that I think you're probably right.  Damn, you think I'd know better.

Keeping the faith and sticking it out through thin times in this kind of thing is hard. Like Ralph said, I'm used to better than that.  When people just drop out like flies I wonder what might be wrong and whether it can be fixed or not. And I feel down because its like a bunch of people just walked out of the room in a FTF game.  When I first got caught up in this idea it was because I wanted to see a great big game of Uni.  I realize that I really don't want a game without limits though.

I want completeness, and resolution of some kind.  This was what happened in Razing too.  We had a damn good game going, though the posting slowed down.  We played for two years which I'm told is pretty good for a PBEM.  I was disappointed when it stopped because the reason I came to the game, to play out my characters situation, to address the premise in my characters situation, was not achieved.  Sure I we all did it some, but it still felt abortive.  I did have fun in that game.  There were great people involved and I had a good time.  Actually one of the better games I've ever played in anywhere.   I was just sorry it ended when it still had so much potential to realize.

That's how I felt about all the Uniwiki games.  I was sorry they petered out when they still seemed to have potential.  Now with the way we acted about it I'm sure we just drove a bunch of people off.  (Sound of shoe leather forcefully meeting head... repeatedly.)

Trevis

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On 11/3/2005 at 10:17am, nilsderondeau wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Trevis wrote:
Raven,

Honestly, I can kind of see why you aren't getting anyone excited about it: this is definitionally dysfunctional play! "It still isn't doing what we want, darnit! I'm not happy with the results! Let's do it again!" This IS all those broken gaming groups who prompted Ron to write about them in his essays.


Wow, that stung.  Part of why it stung is that I think you're probably right.  Damn, you think I'd know better.


Well, don't beat yourself up too much.  Just think how high the conceptual barriers are to what you are proposing: 1. Uni is different from GMed RPGs; 2. You're playing asynchronously; 3. You're trying to create satisfying narrative; 4.(for me) You're playing by wiki.

To be honest, I don't think the play was all that dysfunctional, with the possible exception of Mike Holmes not taking a stand against anthropomorphism in one of the earlier games (I kid because I love).  In the last game, you all clearly made progress towards a more functional group CA.  I think also part of what makes the effort painful is that you can't simply reboot a game quickly once you've started as you could in FTF play.  The fact that you're writing words which don't go away becomes intimidating--again, this is a writer's perspective.  My first novel, for example, isn't really all that bad.  I could go back and make it marginally better.  But that would require fixing sentences that already have some permanency about them.


I want completeness, and resolution of some kind. 


Ah, now you're talking form.  From reading examples of play, I think this is a lot easier FTF, for a number of reasons.  Some of the ideas already talked about (number of scenes, some kind of agreed-upon plot structure) might help.  I'm certain that Mike's idea of every player having to buy in with some world-building tenent is necessary.  I can say that, when I write my own fictions, the notion for a resolution sometimes comes at weird moments.  When I first started writing I very often "overshot" my resolution, which demanded that I cut four or five pages here or there.  Increasingly I have a feel for what is the proper moment to resolve in terms of pacing, language, plot (though there is almost no plot in my fiction).  I'm an idiot with number but I can describe this feeling as the one I had when doing algebra problems in high school.  You get an instinct for an end.  One other bit of writer's arcana.  I would have never finished my first novel if I hadn't decided how long it would be.  I was set on 70k words.  I figured out how many words I could write by hand on a particular brand of notebook.  I went and bought the correct number of notebooks to accomodate 70k words.  This must sound insane.  I did not want to begin telling a story without knowing "where" I was.  It was a great measure, as I could actually hold the notebooks, look at the blank pages, etc.

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On 11/3/2005 at 12:20pm, Christopher Weeks wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

What if we were Uni-ing a TV series or serialized novel or something in even shorter chunks that had to stand on their own, but were (optionally) part of a larger thread?  What if we were committed to making just four scenes stick together?  And then we could do another episode of four.  And another.  As long as we wanted to.  And we really would have something in the end.

Here's another problem.  I'm not sure that participating twice per week is enough.  In our first TUA (I think of it as Montezuma's air-ship) it seemed like we were often banging stuff out more quickly than that and most of the time we were in a Complication.  I think some of our finest play came from that game (that in the end, died like all the rest).

Nils, what's the problem with wiki that you don't have with the web in general? 

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On 11/3/2005 at 12:50pm, nilsderondeau wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Christopher wrote:
Nils, what's the problem with wiki that you don't have with the web in general? 


I realize I didn't bother  to answer this earlier.  Sorry. 

I have an aesthetic problems with the wiki which reveals my background and prejudices about RPGs; namely, that they're stories.  The wiki, to my eyes, visually gets in the way of what it is we are producing (a page with a story written on it).  Threaded posts are obnoxious in this regard as well, but less so.  Let me tell you how I read your game and then you can decide whether I'm off my rocker or whatever. 

On Trevis's site I would always click "Changes" but I would only really look at new Scene information--okay, I wasn't a player so this is natural.  But once I had clicked three times to see the whole scene, I was confronted with comments (sometimes complex and interesting) interspersed with scene text written in three colors.  This may well be a just written version of what FTF play sounds like, but it is a hell of a lot of information to take in.  Well, I sense I'm becoming cranky and showing my age....

My other probelms reveal my inexperience with Uni play.  Already, I have to pay attention to the rules which, as written are simple, but remain conceptually at large.  This the effort I want to make.  Worrying about properly formatting my posts such that Trevis's cool features function properly is an effort I feel obliged to make, if only not to annoy the other players.  But such small worries, however silly they might appear to others, rapidly accrue.

I'm not saying I wouldn't ever give it a shot--I'm saying this kept me back from jumping in midstream. 

Cheers,
N.

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On 11/3/2005 at 7:58pm, ScottM wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

greyorm wrote:   Thus far, it seems like you guys develop all this stuff, and then you quit. Well...OK. Why, though? That seems like a waste of time: "Well, that didn't work out, so let's do it again and start over from scratch!"

Honestly, I can kind of see why you aren't getting anyone excited about it: this is definitionally dysfunctional play! "It still isn't doing what we want, darnit! I'm not happy with the results! Let's do it again!" This IS all those broken gaming groups who prompted Ron to write about them in his essays.


It'd only be a waste of time to start over if we wanted to keep a small, two player game going. Because that's usually how small it gets before we reach for the towel.  A two player game of Uni doesn't have the same thrill of surprise, of attempting to work many views together.  People don't often join in the middle (though Jamie did this time, which I found promising while he remained) and most don't feel invested in "backstory" that's generated before they show up.

I think the main reason we don't say "we finished", is because there's been such a winnowing to get to the end.  We don't make it because we made it past elimination rounds (or any other thing that would imply skill on our part)-- we're the ones left after everyone else has decided it isn't worthwhile.  That's my hangup though-- I hope it isn't typical.

I do agree with Trevis when he says "I want completeness, and resolution of some kind."  Perhaps Universalis, played asynchronously and without lots of coordination (though tenets, forum posts, whatever) just doesn't build to an end. 

I also agree with Christopher when he says that our "Panama" game had the best scenes.  I suspect the short stories idea would run into the same problem as TUA3; which was based on "just one month" at a time.  I suppose strong rules against bringing components between stories (by making components non-transferable) might be more successful.  [That failure (and others) did make TUA3 more of a plane-hopping story, rather than the semi-disconnected story that we'd aimed for.]

Hope my muddle helps.
-- Scott

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On 11/3/2005 at 8:33pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

OK, first thing, yes the play is dysfunctional, but that's not really surprising as this is pretty much playtesting. I mean nobody else has ever done this. And we don't simply try precisely the same thing ever time. Each iteration we've tried various things to improve the situation. Not that they've worked. But the point is, as long as we're trying to make it work better than last time, we're not being lunkheads playing the same old dysfunctional RPG over and over.

We're being lunkhead designers, sure. But that's part of being a designer. At some point it's more efficatious to simply test what you have than to keep on trying to tweak the design.

So we don't have a lack of players because we're playing a broken game, we have a lack of players for the same reason that every playtest does - everyone knows it's broken up front, and that we're just looking for the solutions at this point. Actually the fact that we've got lots of good players trying out a system that is not widely played in an environment that's not understood by a lot of people to do something very experimental is, if anything, quite encouraging.

Which is to say that I think that the basic idea has a central appeal that grabs people's imaginations. If we can actually make it work well, and can prove it, then I think we'll have loads of players for the first non-playtest game.

I just have no idea how close we are, or even if the design is fatally flawed. Something I'm completely willing to accept as possible.

Raven, I played some Dulemasters, mostly the free turns they let you play at GenCon. And I agree it's a good model. This is what I've been harping on over and over.

To reiterate, the problem I see with UniWiki is that if you play it for story, as the story progresses, instead of making people want to jump in, or back into the game if they've taken time off, it has precisely the opposite effect. Story created makes a barrier to further play (to say nothing of it looking bad in Wiki format as Neal points out). In fact, I think that even if you have a group posting regularly, that the "Chasm" effect that Trevis mentions occurs. I've lost interest right in the middle of scenes that I was posting to myself. After only a couple of days and a couple of posts.

In Duelmasters et al, such games do not have a story at all. They are complete gamism stuff with a goodly level of sim. You get back into it because you want to compete, and to get back to your interest in your team. Here's the key - the other player's contributions and play satisfaction aren't important to you in playing - you're only interested in it for your own reasons. The other player's contributions are simply an evolving map on which you play.

That's what would work with UniWiki. Maybe. Completely selfish play. Which is why I keep bringing up the worldbuilding idea (oh, and also it solves Neal's problem with it because it no longer masquerades as a story at all). Because I've seen myself go nuts with it before. Whereas I've not once gone nuts with UniWiki. I can even remember the very first game starting (Gosnold Isles), wanting it to be all simmy, but having players immediately assume that it was simply normal Universalis play, just Asynch.

Basically I've yet to see if my original vision for the game works. Even in the "Hollow Earth" game, where I tried to make it clear what I wanted, somehow people didn't get it. In part I think that's because Universalis as written doesn't support the style in question well (which I've tried to fix since then, too, also without success).

All of which is to say that I'm officially giving up on UniWiki, the version where you try to tell stories using the system as written. I'm personally convinced that it's dead. That's not to say that it can't possibly work for somebody else - if you have the urge to play, please go ahead and try another round. Maybe you'll find something that works with constraints, etc. But I no longer have any interest in that, personally, for whatever that's worth.

As I've intimated, however, I am trying to forge something more along the lines of the vision I had originally. I'm tempted to try WorldWiki as presented, but I think it might be too notional and interim to a better rules set. So I'm working out something more coherent. Again, for whatever that's worth.

Oh, and one more thing (he said, sounding like Columbo). There may be an even simpler problem with all of this. Freeform interactive fiction is something that people do. And it, too, falls apart, as I understand it with great regularity. So it could be that adding point tracking to play, no matter how easy it is to do, is going to be seen in Asynch play as useless extra work. That at the speed of Asynch play, that the Universalis framework is merely too much for the benefits it provides. Said benefits being hard to see over such long stretches of actual time. I've often wanted to hand a copy of Universalis to a group of freeformers and get their reaction to it...

Mike

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On 11/4/2005 at 12:22pm, nilsderondeau wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Mike wrote:
Oh, and one more thing (he said, sounding like Columbo). There may be an even simpler problem with all of this. Freeform interactive fiction is something that people do. And it, too, falls apart, as I understand it with great regularity. So it could be that adding point tracking to play, no matter how easy it is to do, is going to be seen in Asynch play as useless extra work. That at the speed of Asynch play, that the Universalis framework is merely too much for the benefits it provides.


Interesting.  Especially as a tactile element of tabletop Uni play is sliding tokens around.  So, what tactics (or tenents) could be adopted to facilitate Asynch play?  Or do we really imagine that all asynch play is dysfuctional?  Seems, Mike, that you have reservations about the structure of Uni itself.

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On 11/4/2005 at 4:06pm, CPXB wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Mike wrote:
Said benefits being hard to see over such long stretches of actual time. I've often wanted to hand a copy of Universalis to a group of freeformers and get their reaction to it...

I've done this.  For a number of years I was involved in freeform online RP chat.  I showed Universalis to several people, and talked about it with several more.  I also tried with a couple of versions of The Pool with modifications to make it functionally GMless (not hard).

The upshot is that they don't see the point of rules in freeform RP.  One person, who had long experience with traditional RPGs, liked many of the concepts of Universalis but couldn't get any of her online gaming friends to get involved with it and while she tried it out with her FTF group they didn't warm to it very much.  The Pool variants had somewhat greater success -- this person was able to get some people to occasionally follow the rules in play that involved her, specifically, for a brief period of time before there was a rebellion against "roll-playing".

My general and brief analysis is that freeform gamers believe that all rules that govern character interactions (as opposed to rules that govern chat behavior which are quite common) are impediments to play.  I suspect that this is because they've been pestered by a large number of people bringing crunchy, traditional games to the environment and trying to foist them off in a large number of dysfunctional ways, but I think that the bias is there and persistent.

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On 11/4/2005 at 8:25pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Thanks for the background, Chris.

Neal, I think you're reading too much into what I was saying. FTF, Universalis works fine for people like myself who enjoy structure. The sliding coins around as part of the process is not at all onerous, and seems to facilitate the action. Really the same old social stuff we talked about above that's lacking in asynch.

Anyhow, I don't think it's in the scope of this thread to try to salvage all asynch play for everyone everywhere. In any case, if there is some salvation for it, I do believe it's in structure. Has anyone had any experience with De Profundis?

Mike

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On 11/5/2005 at 2:27am, Noon wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Trevis wrote:
Raven,

Honestly, I can kind of see why you aren't getting anyone excited about it: this is definitionally dysfunctional play! "It still isn't doing what we want, darnit! I'm not happy with the results! Let's do it again!" This IS all those broken gaming groups who prompted Ron to write about them in his essays.


Wow, that stung.  Part of why it stung is that I think you're probably right.  Damn, you think I'd know better.

Keeping the faith and sticking it out through thin times in this kind of thing is hard. Like Ralph said, I'm used to better than that.  When people just drop out like flies I wonder what might be wrong and whether it can be fixed or not. And I feel down because its like a bunch of people just walked out of the room in a FTF game.  When I first got caught up in this idea it was because I wanted to see a great big game of Uni.  I realize that I really don't want a game without limits though.

I want completeness, and resolution of some kind.  This was what happened in Razing too.  We had a damn good game going, though the posting slowed down.  We played for two years which I'm told is pretty good for a PBEM.  I was disappointed when it stopped because the reason I came to the game, to play out my characters situation, to address the premise in my characters situation, was not achieved.  Sure I we all did it some, but it still felt abortive.  I did have fun in that game.  There were great people involved and I had a good time.  Actually one of the better games I've ever played in anywhere.   I was just sorry it ended when it still had so much potential to realize.

That's how I felt about all the Uniwiki games.  I was sorry they petered out when they still seemed to have potential.  Now with the way we acted about it I'm sure we just drove a bunch of people off.  (Sound of shoe leather forcefully meeting head... repeatedly.)

Trevis

Hello,

I'd quit beating yourself up. I've screwed around on the Forge for what, about two years, looking for techniques that would get that game I'd really love.

The fact is, the heart of a great game depends on player investment. Particularly the founding players investment. But what your doing is going "Oh, I'll invest once I finally get a good game going" or worse "I'll invest once someone else invests...I wont go first though!". It does not work in that order! Investment must come first!

And beating yourself up about it will just make you withdraw that investment even more until 'you get it right', which wont happen because your withdrawing. It's like bashing your legs because you didn't run fast enough...oh yeah, that'll help you to run fast next time!

If I sound harsh it's because I'm saying this to myself as well. Don't concentrate on techniques that will make a great game for others, concentrate on techniques that will nuture your investment out of you and into play. It's a hypothesis, but I'll contend that the reason games like Capes or Sorcerer benefit from rules for managing how things go, is because it gives players control and thus they feel safe. That nurtures investment out of them and that's where the most exciting part of the game comes from.

Find something you can invest in even before you've thought of starting a game. Find rules that make you feel safe to bring that investment into play. Keep in mind that if you are a battered player, you not going to be able to muster the investment for a multi year epic campaign. Hell, you might only be able to do 30 minutes. But if your invested, that thirty minutes might kick ass more than two years of uninvested play.

Now fuck, I have to go and practice what I preach. Ah, fuck!

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On 11/5/2005 at 7:05am, Trevis Martin wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

I appreciate the advice Callan.  I admit I was being a bit overy theatrical about the self scolding. It was a little pop for me is all.  Trust me, I get it.  Thanks to everyone for the discussion.  Mike's point about playtesting is well taken.  I'm not yet sure about giving up on it.  Anyone else interesting in getting one of these off the ground email or PM me.

best

Trevis

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On 11/7/2005 at 3:15am, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

But what your doing is going "Oh, I'll invest once I finally get a good game going" or worse "I'll invest once someone else invests...I wont go first though!". It does not work in that order! Investment must come first!
Nope, nobody here is doing that. Don't know where you're getting that from. Everyone goes in making the game what they want it to be for themselves. Yeah, on one occasion, I distinctly missed an moment to challenge somebody on something I didn't like. But, for myself, mostly the problem has been that the game starts, and the other players head off into a type of play in which I'm personally very much not interested in. Despite my efforts to get them not to do that.

But at no time has anyone thought to themselves, "hey, I'll just jump in once it's good." Nobody involved has done that. Everybody gets inovolved to some extent right off the bat. The problem, very specifically, is that the game doesn't keep your attention. No matter how well invested you are from the start. In fact, in this last game, Trevis even put in rules saying that you had to be invested to play at all. Because of the worry that things would trail off as they have in the past.

All this "beating up" stuff is bunk, and really missing the point of the discussion.

Mike

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On 11/10/2005 at 2:01am, Trevis Martin wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

All this "beating up" stuff is bunk, and really missing the point of the discussion

I agree, and to make it clear, I made the mistake of over expressing my response to Raven's dysfunctional play comment.  One of those things that happens when my natural sense of humor doesn't translate well.  Please excuse my hyperbole. When I said I apprecaite Callan's advice, what I mean to say is I appreciate the intent of that advice, though as Mike notes, I disagree with his assessment that the advice derived from.  All that said, let's drop the whole beating up self thing.  My bad, I apologize.

Nope, I think I jumped in early and pursued what I thought was enjoyable play. I'm disappointed that it didn't work out the way I wanted, with an active game with many participants enjoying themselves.  Mike nails the symptom right on the head.

Mike I wanted to ask you about

But, for myself, mostly the problem has been that the game starts, and the other players head off into a type of play in which I'm personally very much not interested in. Despite my efforts to get them not to do that.
  And you know, I'm not sure how one would do that.  I mean I understand that you were going for a sort of sim Uni game, but I'm not sure that I know how to accomplish that in the structure of Uni.  I mean the system seems to push you toward conflicts, just to stay afloat, and my natural tendency is to make conflicts mean something.

I also really take Mike's point about this being experimental play, which is to say we know it is broken, and we are trying to see if there are reproducable conditions under which it works well.  To me asynch play is possibly the least understood format of rpg play.  We've seen raven bring up a couple of examples of very gamist play that doesn't require any continuity that seems to be very successful.  But I cannot think of one asynch game so far, that I have experienced,  where the game has, in fact, concluded or completed itself before ending.  Maybe its like TV series, it goes good then just starts to suck so much that the network pulls it.  Perhaps the idea of Asynch play is fundamentally flawed because it is in essence solo play, and I expect uni to be social or perhaps our notions of success have to change for the medium.

Trevis

P.S.
For those who have contacted me with interest in a more constrained Uni game, please head over to my forum so we can talk about it. (click the link in the sig)

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On 11/10/2005 at 2:33pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Trevis, I admitted that the system is, in many ways, to blame. Basically I was asking for drift from the normal rules, and didn't get it. The vision was that people would probably spend alternating scenes doing world building while playing rather normally in the other scenes. Essentially the idea was to have people worldbuilding a somewhat sim world, and then other people playing through, and that these would largely be the same people. That is, I have a scene in your bit of world, then you have a scene in mine, then we both have a scene in somebody else's area, etc. The hope was that people would get the feeling that they were moving characters through more objectively extant world instead of creating world as they felt they needed it.

Think the kind of MUD where people can add stuff on making their own dungeons and other areas. You don't make it as you need it, it's made before you encounter it (in the case of MUD to make it a challenge). Imagine my chagrin in the first game when one of the tenets was that the game was to be in the real world, followed up quickly by the notion that anything you could find on the internet about the game locale was considered fact. Very interesting idea. Very much instantly crushed my idea, by setting up a notion that the setting was already largely established.

Later I actually did, in a couple of cases, lobby for changes to the rules that would have made my vision a bit more viable in play. But, realizing that these small changes weren't working, that people kept right on playing Universalis as written more or less, it's precisely that the system doesn't seem to produce what I was looking for that got me to come up with WorldWiki, and working on the new systems that I am working on now. With WorldWiki, in fact, one of my ideas is that people would theoretically be able to play UniWiki in the world produced. Essentially I've split the two funtions into their own games that are not connected. That said, I don't think that UniWiki would work any better in a WorldWiki setting (in fact, perhaps worse). But I think that WorldWiki, or something like it, may be viable by itself.

In fact, the newer systems I'm looking at are really getting back to the original notion of build some/play some. Which might be viable by asynch play, or might not be. I probably should test WorldWiki to see if that alone can sustain play in asynch any better. But, that said, I think that the new system may well work tabletop, so it might not be a loss if it turns out that it doesn't work asynch.

Mike

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On 11/11/2005 at 4:00am, Noon wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Hi Mike,

I dunno. I see a two year PBP campaign...two whole years, not being seen as an achievement. If you were dealing with what your invested in during that time, surely it's an achievement? I see several univeralis play tests where people came and stuff did happen, not being seen as an achievement. Again, either you were dealing with what your invested in and it had merit, or you weren't terribly invested in anything that was in play.

Excuse the one line quote:

We hoped that by attaining a critical mass of posters the game would be perpetually moving.

Moving toward what in particular? You can't really have a failure unless you have a goal you were going for, something your invested in. What was that here? I don't see a definite aim, just a search.

Mike wrote: But at no time has anyone thought to themselves, "hey, I'll just jump in once it's good." Nobody involved has done that. Everybody gets inovolved to some extent right off the bat. The problem, very specifically, is that the game doesn't keep your attention.

I think that order of things may be the problem. The game itself shouldn't be keeping your attention, the thing your invested in should. The game is the means by which you and others play with that investment. Even if zero play happens to it, if it's an investment you should still be interested in, regardless.

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On 11/11/2005 at 3:36pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Callan, you're talking a lot of nonsense. What two year game are you talking about? I know of about 8 tries at this now, none of which have lasted more than a couple of months. The ones that have lasted longest often trickled down to three players or so playing for the last month or so (they really disintigrated after the first month or so). The lack of achievement is that none of the goals for the games was achieved - neither my goal of worldbuilding, nor anyone else's goal of having complete stories. There are now 8 stories out there just hanging in limbo, most of them just having gotten the plots set up. Still in act one, as it were. Nobody is satisfied with that outcome - the rules were a failure. Everyone who has participated has felt dissapointed that either they couldn't keep up with the game, or that they were abandoned by the other players. Not that they blamed the players, everybody knows it's a problem with the structure.

The perpetual movement goal was to have enough stuff going on that not only could stories be completed in the world generated, but, in fact, that several stories could be going on at once potentially (though later we narrowed it down to trying only one story at a time). The idea being that if you have, say, 20 players involved, and any 4 of them are active at any one time, that the story being created will have enough momentum that other players will come back in later about the same time as others drop out. So you'd always have a quorum of players neccessary to keep Universalis play going.

We discovered this doesn't work, not because we don't have informed and invested players at the start, but that no amount of starting investment can keep your attention once the game has drifted away from you after a while. Even while participating, investment drops off. To say nothing of the precipitous drop in investment one gets when they "take a break." Players who stop playing pretty much never post again.

Your notion that the investment should keep your interest, well, that's precisely what our idea has always been. Just...doesn't...work. Precisely why that happens is not absolutely clear. But it's absolutely the case. As attested to by all the players who actually did try to participate. Again, we went so far in trying to ensure investment that Trevis even made a rule that people had to basically demonstrate how they were invested to play to even be allowed to play.

We are proud that we managed to playtest the game several times (have you read the last couple of posts?). No amount of you saying that we're not is going to change that. So...I dunno, it's like you're trying to get us to wallow in some victim's group while we're trying to move forward. What would be helpful is comments on, say, what changes would increase investment over the long run. If you've got a suggestion on that, I'd love to hear it. Because this is not done. All we're doing here is throwing out the last bad plan, and trying to figure out a new one that has a better chance to work.

Mike

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On 11/11/2005 at 10:24pm, nilsderondeau wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Mike wrote:
The perpetual movement goal was to have enough stuff going on that not only could stories be completed in the world generated, but, in fact, that several stories could be going on at once potentially (though later we narrowed it down to trying only one story at a time). The idea being that if you have, say, 20 players involved, and any 4 of them are active at any one time, that the story being created will have enough momentum that other players will come back in later about the same time as others drop out. So you'd always have a quorum of players neccessary to keep Universalis play going.


Erm, don't mean to harp on subjects I've brought up before, but I think this is where part of my frustration with the wiki format comes from.  I wasn't hostile to the notion of a big, big game with a lot of player, but I was dubious.  For it is work to track what is going on in a narrative and then find the right place or time to write.  Remember, I consider myself someone who loves writing and subversion so if I was searching around for a place to push the narrative along then you're just not going to get a less motivated player to participate.  (Well, that was freaking obvious.)  I think what needs to be done is to look at the structures of the failed UniWikis to understand the play that produces them.  Again, perhaps I'm being too obvious.  I'm mindful your comments about Uni being good at producing wild, kitchen sinky type stories that one could revel in but what I've seen so far on the wiki is too discursive to have any real momentum of its own.  This is assuming that we're gaming with the intention of producing a story, not a world.

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On 11/11/2005 at 11:02pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Well, given that I'm not interested in making a story...I guess your comments are for somebody else other than me.

I really am not getting through here, and I'm not sure why...

Mike

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On 11/12/2005 at 12:14am, Noon wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Hi Mike,

The two year game was the sorcerer PBP game Travis mentioned.

Again, we went so far in trying to ensure investment that Trevis even made a rule that people had to basically demonstrate how they were invested to play to even be allowed to play.

I read that, but the investments mentioned sounded like 'I'm going to work toward X happen in the game, sometime in the future'. What was asked for in terms of investment? Was it always a question of 'What do you want to work toward having one day?' rather than 'What do you want to have right now?'

To be harsh, that comes out to "What are you invested in...okay, one day we'll get around to having what your interested in, in the game". Kind of like the D&D groups who have fun they want at tenth level, but force themselves to start at first level (and the campaign dies off).

Did anyone say what stuff they wanted to play with and played with it straight away?

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On 11/12/2005 at 9:24pm, Noon wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

To put myself on the line more here and explain it a bit more, a technique of investment I have been quite fond of is delayed gratification. Say I want a D&D wizard character who can shoot lightening out of his hands or something. But I wouldn't just let myself have that...no, I'd have to earn it by getting to the level where he can do it. Partly it is because I'd feel silly just getting excited about just doing it and partly because I want to explain away my excitement "Oh, I went through sessions of play to get this...thus I deserve to enjoy it"

But at least for myself, I've realised that it's a major issue. Play will just be about 'doing my time' until I get to what I really enjoy playing.

There's probably a social ripple effect as well, where if I don't let myself be 'silly' and invest in/get excited about something and play with that from the start, others at the table wont either. So the problem spreads.

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On 11/14/2005 at 3:07pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

All I can say is that I think that you're projecting. The emotional investment tenet doesn't say anything about delaying gratification or anything. It says that the tenets of the game, which are going to form the entire basis of play from scene one, have to contain something that you're "jazzed" about. I see these elements showing up in the very first scene.

That is, I can accept that, in fact, players ignored the tenet in question, and they tried to play without investment. But if they did, in fact, pay attention to that tenet, and there was at least one story tenet which they were jazzed about, then they probably found investment right in the very first scene. Which seems to me to cover more than half of the story tenets right there. Lesse:

• Paragraph 1 sets the scene on the shore satisfying the Island tenet.
• P 2 introduces both the "heavens" (angel/demon tenet), and the astrology idea (Stars are Right tenet).
• The language and content of all of the scene makes it cover the "high mythology" tenet.
• It's hard to positively portray the "restricted fire" tenet, as it's sorta negative, but nothing was done in the scene to violate it, in any scene, and I think you can feel it's spirit in action.
• Small communities, too, were not directly represented, but you get a sense of it from the names of the characters.

Basically I'd say that there was absolutely no delay at all in this game between starting and getting to precisely the sort of stuff that the players at least said that they were invested in. In fact, I think that the play is pretty good, and that the players seem pretty excited about it, given the OOC chatter in the scene.

No, I really don't think that it has anything to do with a lack of playing right off to stuff in which players are invested. I can't say for sure in this last game, since I didn't play, but I can tell you absolutely for certain that in starts like the "Byzantine" game, that I was really, really invested in the ideas behind the game, and dove right into them from the start. Unlike other games, Universalis almost forces this. I mean, what else are you going to create other than ideas that spring right from the tenets. You have no other source of inspiration. Sure you could pick others up to delay getting to the part in which you're invested, but it would actually be harder than what Universalis promotes naturally. You'd have to swim uphill to have less fun. I've never seen that happen in any Uni play.

Nope, what happens in UniWiki is that the game aquires it's own "weight" as it goes based on the events that have happened. If you're not invested in that weight at every step, then it becomes a hinderance. Every player agrees with me that this is what happens. You go away for a few days, and when you return, you look at what's there, and every bit that everyone else has posted in the meanwhile stands in the way of your interest in what's going on. Not because it doesn't match the tenets, but because you weren't "there" when it was created. Because there's no social challenge to you to move the story onward considering what the others have put in place in the interim.

I think the problem is well identified. You can speculate about it being something else all you like, but I'd suggest that you actually try to play it before you do so. Because the problems are very specific and peculiar to the form of play.

Mike

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On 11/15/2005 at 3:21am, Noon wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

I don't think I was dead on. But social feedback and a social challenge to move the story onward are strong incentives to invest in the way events have turned out. Without that factor involved, how invested were they in playing with their favoured idea?
For example, my 'shoot lightening from my mages finger tips' investment. Play events could mean there are no targets for it, targets are immune to it, it's dangerous to do it, or any other number of inhibitors that stop my favourite thing coming into play.

By being invested in play, I mean how invested they were in/comfortable with the idea that the game might stop them from having their fave thing at any given point? I'm reminded of the D&D advice about a character who just got fireball, and GM's shouldn't throw critters who are all fire immune at that player. No one is particularly invested in play that removes their fave thing from play that thoroughly. But players will accept a certain degree of removal. How much, in this case do you think?

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On 11/15/2005 at 5:38pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

I still think you're grasping at strange straws here, Callan, and I'm starting to find it hard to even understand what you're talking about.

I think the elements of play in which the players said they were invested were never delayed, and came back over and over later in play. I could cite later scenes that had as many of the investment elements as the earlier scenes. So...I don't know how invested they were for sure, but enough to have those elements come back repeatedly. And with great fecundity. I don't think that anyone playing thought, "Ohmygoodness, I'll never be able to examine my "Stars Are Right" tenet any more.

It might interest you to know that most of the players involved play lots of other RPGs with each other over at Indie-Netgaming. So it's not like there's a complete lack of social context. We all know and trust each other pretty much implicitly (I'd play with any of the players from any of the games at any time). Further, all are excellent players in terms of ability. In fact, that might be something to worry about if the idea with UniWiki is ever to get it into wider play distribution. But what it says is that there's no worrying going on. Not, certainly from me, and I don't think from anyone else.

No, it's not worry about play getting away from what you want. Not it at all. Again, what it is, is looking at a scene that somebody else has created and feeling...eh...I don't want any part of that. It's not that the scene in question doesn't have the sorts of elements in which you're personally invested - often times the players have, in fact, used your tenets and things you like well. It's just that RPG play is about participation in the creative process. RPGs make terrible stories. All the talent of the UniWiki players notwithstanding, the idea is not to produce a readable document.

This is something that Neal's not getting either. Play of Universalis is said to be "storytelling" but that's not even precisely accurate. It's myth creation. Using the definition that ethnographers use for this activity in societies that actually have it (not ours). Meaning that the only meaning of such an activity is in the act of creation. The output is not at all the point of the activity. It's the act. If you look at somebody doing the act, but are not a part of it, not only is it disinteresting, it's actively repulsive. It's exclusionary - not intentionally, but as a result of the social act of creation, and the ritual space about the act (see Lehrich's essay).

I actually have a hard time reading any scene that I was not a part of. Hard time. I mean I have to absolutely force myself to read each word one by one, if/when I have the urge to do so. That alone is impediment enough to getting back into play. Once I understand the created content, and then try to think of something to add...total blank. I can force myself to add something, and have on occasion, but it's entirely joyless. Dull, drab work. I have more fun making spreadsheets at my job, than I do trying to add to a UniWiki scene in which I have had limited or no participation up until this point.

As long as I'm playing hard, and maintaining that ritual social space in the asynch play, and keeping up with everything that's going on, then my original creative investments are just fine. It's entirely the breaking of the ritual space to "take a break" from posting when the problem shows up. This is true not only of UniWiki, BTW, happened with me also with the IRC "Kroolian Jungle" game. I forced my self back into play after a hiatus, but no matter how much it had the invested elements that the tenets had set, no matter how the content matched my personal desires about what was interesting to play, I couldn't remain invested because there was some distinct disconnect between me and the creation in place that meant that I couldn't care for it at all.

Why is it that it's so loathesome to tell somebody about your 45th Level Half-Ogre Anti-Paladin? Is it really because the story is bad? Well, in the example that's probably part of it. But the real reason it's not just boring, but annoying, is because it's precisely like a "One Time at Band Camp" story. That is, it contains a social boundary from which you are excluded. The best you can do, if the story is good, is resent the person telling you because you didn't get to participate in what sounded like a fun time. It has nothing to do with the content of the story, but rather with the fact that it's a social activity in which you are not involved.

As Trevis says, looking at this activity that is no longer yours, any energy that you pour into it is like feeding a black hole. In fact, you can tend to feel like an interloper.

I'm not guessing about this. I've known that this is the problem, at the very least for myself, and likely for others, for quite a while now. I've been saying this since previous to the last iteration of the game. All of Trevis' work to try to ensure investment in the last iteration was for naught. Not because it failed. But because it doesn't target the problem. So please don't send anyone back down that road to nowhere again.

The (dubious) reason that I think that the WorldWiki wouldn't have the same problem is because there is no shared story to fall out of social space with. That is, the idea is not to establish the social space in the first place, and leave it, largely, a solitary activity that just happens to have other people participating in it at the same time. Like the Duelmasters game - there is no social context there. For all you know, you could be (and sometimes are) playing against the computer. This might be throwing the baby out with the bathwater, but for asynchronous play it would seem that the baby has left the building anyhow.

Mike

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On 11/16/2005 at 3:36am, Noon wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Hi Mike,

Awsome post/account! Again!

I think your actually getting to what I'm trying to convey but from a different, clearer direction. I'll quote you a few times, where you indicate some pretty heavy investment:

It's just that RPG play is about participation in the creative process.

This is something that Neal's not getting either. Play of Universalis is said to be "storytelling" but that's not even precisely accurate. It's myth creation. Using the definition that ethnographers use for this activity in societies that actually have it (not ours). Meaning that the only meaning of such an activity is in the act of creation. The output is not at all the point of the activity. It's the act.

Okay, would you say that yourself and the other players are more invested in this act, than in the tenents you all created?

I'm guessing not only yes, but you'd repeat that it's the point of roleplay. If you think I was getting nonsensical before, this is where I know I'll sound nuts: I was basically saying that you should be more invested in the tenents than in the act myth making itself.

I'll stumble over some sort of actual play example of what I mean. In a D&D game I played in, we were fighting a dragon. It was kicking us soundly and the paladin was slapped to the ground. Things were way grim and I was focused so close on every single damn five foot square, making my calculations to save him or try and do something to pull our shit out of the fire.

I LOVE those moments. The tactical angst thrills me to bits!

But what if, for some reason, I tried to get to that angst first? Let's strip out all the stuff I'm invested in: It's not a dragon, it's some numbers. It's not a well known palladin of a fellow player, it's a set of numbers designated as 'prize'. And my own character is just another set of numbers. Will I get to the same tactical angst with this? Certainly not.

What I need at first is to be more invested in these components, than I am in pursuing this tactical angst. It needs to be in that order.

In your own case, I see you invested in myth creation first, tenents second.
This is true not only of UniWiki, BTW, happened with me also with the IRC "Kroolian Jungle" game. I forced my self back into play after a hiatus, but no matter how much it had the invested elements that the tenets had set, no matter how the content matched my personal desires about what was interesting to play, I couldn't remain invested because there was some distinct disconnect between me and the creation in place that meant that I couldn't care for it at all.

You were invested in a specific creation process, ahead of any tenent. And this type of creation process, the most important thing, didn't show up in play. It can't be forced to really...you can't control this sort of thing with game currency or anything, since it consists of the other players choices in using this currency. Also, it may consist largely of a certain feeling one gets during creation at a table top, face to face game. All these sorts of things, the games rules for play can't effect, but the groups investment is in these things. And only secondarily in things the game rules can effect, like tenents.

I've drawn too heavily on my credit here and in addition probably made another foggy post. Thanks for the responce posts, they were well written and I wish I could have kept up my end of the deal, because I'm sure I've got something important here (perhaps another day it'll get written out properly).

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On 11/16/2005 at 2:56pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

I see your point, Callan, and I'd say, yes, you're merely stating my POV in an obfuscatory manner. That is, yes, it is my opinion that all players are always more "invested" in the act of play than they are with the content of the game. That's what I've been saying all along. That, as soon as you lose contact with the game, you lose interest.

Where we differ, I think, is in our assessment of whether there's something to be done about this. The way you state it, apparently there was something that we could have done to ensure that people were more invested in the tenets than they were in being a part of the continuing play. Well, my point is that, in fact, we did everything humanly possible to ensure this investment, perhaps more than any other RPG group has ever done before to try to ensure this investment, with the sole exception of playing in a more social situation (which, after all, is the point of the experiment) and it still did not work.

Your solution seems to be "Be even more invested." Well, that's very easy to say. If you can show us the way to do this in asynchronous play, I'm all ears.

Yes, it's precisely the social situation in FTF that makes this work. That, too, is precisely what everyone in this thread has been saying. That this is the missing ingredient. Are you saying don't play asynchronous?  Then you're like the doctor who, when I tell him that my knee hurts when I run, tells me not to run. That doesn't solve the problem in any way. Actually, that's the prescription that I've been giving all along, anyhow. I don't think we can run on this leg without it hurting. Tell us something new.

Mike

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On 11/17/2005 at 2:22am, Noon wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Hi Mike,

Cool, established some mutual ground. :)

Your solution seems to be "Be even more invested." Well, that's very easy to say. If you can show us the way to do this in asynchronous play, I'm all ears.

Well, I changed my tune a little in the last post, saying there needs to be more investment in tenents than in playing. You don't have to raise your investment in the tenents to do this...you just need to lower your investment in play/the act of myth creation, until your investment in the tenants is the greater of the two investments. Then play like that.

Crappy analogy: It's like various bits of advice for great sex, which advises not to concentrate heavily on having a great sex. Instead, concentrate on, respond to and enjoy the company of your partner...and great sex just comes as a side effect of that. It might be a bit racy, but I remember an anecdote from a magazine, where the woman said something like "I used to concentrate on having an orgasm but would fail to. Now I just lay back and enjoy the sensations...and I'm coming in no time!"

So the myth creation needs to become merely a side effect of you all enjoying your tenents. I don't know how you get people to stop being so myth creation focused though...perhaps just tell them to just lay back and enjoy those tenents?

But frankly I'm new to this, that's why I started up the where investment seeds thread.
Rambling off topic side note: For ages I've tried to focus on design that get's right to the tactical angst I talked about before. But I kept throwing away idea's thinking 'Nah, that doesn't seem exciting...nor that...nor that'. Basically it's because they were just ideas of how play should procede, empty of investment. I was looking for a method of play to invest in that's exciting, but it's never exciting unless you've already invested in something that drives play. Design limbo, basically.

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On 11/17/2005 at 4:09pm, Mike Holmes wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

I don't know how you get people to stop being so myth creation focused though...perhaps just tell them to just lay back and enjoy those tenents?
I know how, you tell them "read a book."
This is what I'm trying to say. It's not optional. For me, anyone else playing, or even for you. You couldn't do it. I promise you. Go ahead and play next time. And when your enthusiasm runs out, because creating a RPG isn't fun when you aren't invested in the creation of it, you'll finally understand what I'm trying to say.

At the point you're less invested in making a myth, you read a book instead. There you can get all the same items of investment (just pick the right book out), and you don't have to do a thing creatively. To play a RPG, you have to, absolutely must be, very invested in the Creative Agenda of the group, above all else. If you're not, it's simply not fun.

Mike

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On 11/17/2005 at 4:57pm, Ron Edwards wrote:
RE: Re: Universalis, Entropy and the Fall of the Uniwiki

Hey guys,

I think we've beaten this topic into the dirt, and very, very flat as well. Everyone's had his say, and the info will remain here for others to think about in the future. So let's call it closed.

Best,
Ron

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