case: ([ Byakuran; Charming. ])
Case ([personal profile] case) wrote in [community profile] fandomsecrets2007-12-10 05:28 pm

[ SECRET POST #339 ]


⌈ Secret Post #339 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

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Notes:

1. General note: Don't use 10pix.com.
2. People have been submitting secrets to the Suggestions post instead of the Submissions post. Like four or five of them. Make sure to double-check you're posting in the right place!

Secrets Left to Post: 08 pages, 200 secrets from Secret Submission Post #049.
Secrets Not Posted: [ 1 ] broken links, [ 1 2 ] not!secrets, 0 not!fandom, [ 1 ] repeat.
Next Secret Post: Tomorrow, Tuesday, December 11th, 2007.
Current Secret Submission Post: here.
Suggestions, comments, and concerns should go here.

[identity profile] gaulish.livejournal.com 2007-12-10 11:25 pm (UTC)(link)
So you don't think you're being just a TAD too critical for this? I moderate a game too, granted, the longest I've approved an app was a week, but think of amount of applications and players. That doesn't mean a thing?

And she's being gracious about it.

[identity profile] silvernaofficer.livejournal.com 2007-12-10 11:31 pm (UTC)(link)
How long have your games lasted and how big are they? I'd be interested in comparing them to judge polychromatic's efficiency, honestly.

(Anonymous) 2007-12-10 11:49 pm (UTC)(link)
How long those games have last?

[identity profile] silvernaofficer.livejournal.com 2007-12-10 11:49 pm (UTC)(link)
I think adinterim shut down... But how long have these games of yours lasted? I just feel that how long a game remains open and active is just as important a factor as its size. I understand if you prefer not to disclose the names of your games (if that's the case though) but there are only a couple I can think of off hand that are as large as polychromatic and have lasted just as long.
imugi: (so many undone plans.)

[personal profile] imugi 2007-12-11 12:28 am (UTC)(link)
What does the amount of time an rp is open have to do with mod availability? Games all close for different reasons, not necessarily just because they failed, so you can't judge efficiency solely based on that. Adinterim in particular ended up closing because it's plotline had pretty much come to an end, which is fine.

[identity profile] silvernaofficer.livejournal.com 2007-12-11 12:35 am (UTC)(link)
It has a lot to do with judging what systems work and what don't. I've always been under the impression that polychromatic is meant to be a long running game with not plot end in sight. Thus if there's any room for improvement it needs to be studied from all angles, including comparisons to other similar games of size and endurance, to see what parts of the system work and what don't for games of over a year old with 700+ characters and 100+ players.

Maybe part of the problem is the very fact that polychromatic doesn't plan to close at all?
imugi: (was born to try.)

[personal profile] imugi 2007-12-11 12:59 am (UTC)(link)
That's fine; it's just that it seemed you were putting down games that do end up closing earlier for whatever reason, which really isn't a good judge of efficiency. I'm saying this as a person who has been in games that have had a pretty successful run (both short and long) and come to a close, so it isn't really right to compare it that way.

I think one of the reasons Poly can stay open so long is that it really has no plot to close, and that's largely one of the reasons I left early on, having grown sick of the endless loops. :/ But that's personal preference, I guess.

But I do agree with Case-- that a game that large should probably prioritize on mod availability. That really is one of the keys to running a more desirable/efficient game. And, no matter how long the game has been open, there's always room for improvement, right? Especially if the game wants to shed the bad rep it seems to have gained. There's nothing gained in using the excuse that "it's been open this long, so it must be perfectly run".

(Anonymous) 2007-12-10 11:36 pm (UTC)(link)
Mods shouldn't be picked at random just because you need that extra manpower :/ You kind of have to worry about whether the person will be responsible in his/her new position of power.

(Anonymous) 2007-12-10 11:45 pm (UTC)(link)
Someone who'll be active enough? Not power-trip? And forfeit all right to complain about OOC characters?

I think the last bit is the clincher...

[identity profile] powercorrupts.livejournal.com 2007-12-11 12:08 am (UTC)(link)
I can't help but agree with you. I always see people BAAAAWW-ing about how they're so sorry they're not running their comm (of any sort) properly, but they just can't with only the modding staff they have, and I'm always tempted to ask why they don't just get a few more.

The games my friends run are much smaller than poly, but I think most of them would hardly be proud to take even a week to approve an app.

There are diminishing returns the more mods you add, I understand that, but if you have people you can trust, why not just have a few extras on hand for when you'll need them? If they're trustworthy, and easy to talk to, then overkill can't hurt, and when a crunch comes in, you'll be wishing you had it.

[identity profile] degrees.livejournal.com 2007-12-11 12:12 am (UTC)(link)
Logic! At last you appear!

[identity profile] comawhite.livejournal.com 2007-12-11 12:42 am (UTC)(link)
Can I ask, did you have a specificly bad time at Poly, or something? Because I am sensing much hostility in the Force, here.

I was at Poly for the original mods, and stayed for a long time after, and ended up leaving because it was too big/fast for me to keep up with, and I prefer a plot. I played a very obscure character and had a lot of success with him. There are a lot of players there that I sorely miss playing there. There are cliques in there I don't like, but with 100+ players, it's going to happen. I think the mods could improve some things, but all mods everywhere could.

I just... er. It's a game. I'm a little astounded at the level of hate I'm seeing in comments, and am curious if I'm Missing Something.

[identity profile] comawhite.livejournal.com 2007-12-11 12:53 am (UTC)(link)
I guess I can see both sides. I had some small problems here and there at Poly, but not so much with the mods, and more with cliques, OOC characters, and the fact that it's just too big for me to keep up with (which is my issues, not the game's - I run my own game now with some friends, which is much smaller, so my head is not exploding).

Waxing poetic, the thing with getting more mods to expediate certain issues like applications, the more mods you have the harder it is to keep solidarity and continuity in policy practice. Getting too many mods runs the very real risk of making even more defined cliques and factions, diluting effectiveness in complaint returns, etc. Too many cooks in a kitchen means even less gets done than not enough. If that makes sense.

Someone posted a teal dear comment on like page 6 or something that I kind of agree with, because it mentions, like, wtf are the mods supposed to do at this point besides try to herd cats? It's so huge. It's like a goddamn WoW server.

I guess mostly I'm just in shock because I didn't realize a game I used to play at was such serious business in fandom. o_O;