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.

(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".