mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,695
|
Post by mehtastic on Jan 1, 2024 6:56:18 GMT -5
With the arrival of the happy new year, is time for a very special and somewhat pre-prepared edition of my Weekly Update Trends series. As usual, I would like to begin by thanking the Armageddon MUD staff for making the weekly login data publicly available. Back in the day, I used to suspect the data was a little bit tampered with, to give the impression of a healthier game. Yes, I was a conspiracy theorist in this regard. It could have been worse. I could have believed in the "Nyr = Nergal" conspiracy or the claim that Shalooonsh was an interesting RPer. But now, I can say with 1000% confidence that the numbers are real. And as I usually do once a year, I took those very real numbers, and made something of a mirror to hold up for the people who totally don't read the "crazy derpboard" and deny ever spending time on "the shitboard". It's my one good deed for the year before I go back to destroying Armageddon with my fellow derpers.
As is tradition, I would like to begin by showing the weekly login data for every week. However, rather than just go back to 2014 or so, I would like to go back all the way to 2010, the very first week that the data became available. I used to not go back this far, because there is a gap of about 10 weeks in 2013 with incomplete data, so it was easier to just start in 2014. This time, I've filled in those blanks with my best guesses of what the data must've looked like in those empty weeks, just so we can visually see what the game's numbers used to look like in 2010. Wow, that sure is a steadily declining line if I have ever seen one. Wait, why does it suddenly drop off at the end? Well, that's what makes this edition of my weekly update trends posts a special one. You see, Armageddon is dying. This isn't new news to anyone that has been paying attention, and hasn't been deluding themselves for the past decade. It has been a very long time since this game had a playerbase that could support its own storybuilding efforts. But the slow decline of old age has metastasized into something new. And if you think that "something new" is the recent Seasons announcement, you are actually more wrong than you are right. The Seasons announcement was like pulling off the covers hiding the rot. Now we get to see what that rot actually is. On that note, let's just look at the login trends for 2023 itself. Here we see the game starting off fairly strong for the first few weeks, before falling below the 160 line and never getting back above it. Towards the end, the game falls below 140 and descends to 60 within a few weeks. Let's look at it another way. The Armageddon Seasons announcement was made on December 6, on the 49th week of the year. That gives us 4 weeks of decline data to highlight with a dotted red line. And the Shalooonsh controversy hit the GDB a few days after punished ppurg posted Bebop's "Another Armageddon Catastrophe message" on February 24, which coincides with the 9th week of the year. In the graph below, I highlighted the following 4 weeks of decline data with a dotted red line as well. The game lost 19 unique logins within the first four weeks of the Shalooonsh incident, going from 165 to 146, before things started to roughly stabilize. On the other hand, the first four weeks post-Seasons announcement has led the game from 141 to 60 unique logins, a decline of 81. It should be fairly obvious what this difference says about the playerbase's integrity. The difference is too stark to view as a simple fluke. It says that roughly 81 players - about 57% of the playerbase at the time of the Seasons announcement - could tolerate having a cheating, stalking, sexual harasser on the staff team, but could not under any circumstances tolerate the game as they know it being changed. For 81 people, the line was crossed not when the staff tried to cover up Shalooonsh's involvement in a multitude of simultaneous scandals by banning him as well as his victims, but when the staff announced that they would temporarily close the game for a few weeks at some point in the future. Of course, there is the possibility of the game having had players that took a break until mid-2023 and didn't know about the Shalooonsh thing, or players that newly joined in 2023, but even accounting for that the number is still too high. This is, laid bare, the extent of the Armageddon community's sheer addiction to their game. Their lack of empathy for the people that they are lucky enough to have share their dying hobby. Their disregard for staff cheating as long as it benefits them or at least doesn't affect them personally. The lack of solidarity in a player base that staff routinely exploit. It would not be accurate to say that some of them simply disgust me. Most of them simply disgust me. Under normal circumstances, I would bother to go over the new account data, and player retention data (logins minus new accounts). This year, I don't see the point in going through the effort. The game had 335 total new account sign-ups in 2023, down from 443 in 2022. If that seems like a lot, consider that the game had 1,869 new accounts in 2010, and the number has been steadily dropping since. Even back then, the vast majority of new accounts never even made a character. Given the constant decline in player numbers, it would be a safe assumption to say that less than 1% of new accounts actually lead to a new player. Most new accounts lose interest before their first character is made, or are simply an existing player's alt account, or it's a new staff account. Recruitment efforts like posting seasonal updates on Reddit may draw in a few new and returning players temporarily, but nothing will shake the nature of the community. I imagine the people that ran to Apocalypse will return to Arm when Season One starts, because Apoc has a long history of sheltering the most fairweather of Armageddon's friends, but many of the people that went to different games will see how games like Arm should actually work, and choose to stay there instead of come back.
From a purely practical standpoint, setting aside that there is nothing worth saving, Armageddon staff could do a lot to save the game. In many ways, Season One will be a moment of truth. If staff crank up the quality of their work and encourage nothing but the best standards of roleplay from its players, Armageddon could turn around. If I walk into the Vatican wearing a hard hat and carrying a ladder, I could steal the Pope's clothes and trick people into thinking I'm the Pope. It's totally possible.
From a purely ethical standpoint, the Producers should close the game permanently and apologize to the MUD community for the fact that Armageddon has been such a stain on it for so long.
What will probably actually happen? The game will chug along until its end date, go under construction for Season One, and open later than planned. The Arm community will dwindle as they find other things to do that are more productive and/or fun. When the game does reopen, it will draw in whoever remained until the end plus a few more.
Also, the weekly trends report next year will most likely have to change format because there won't be all-year data. In fact, this may very well be the last yearly report, and I'll do reports on each individual Season instead. That is of course if there is anything left to report on.
|
|
|
Post by uncoolio on Jan 1, 2024 7:50:20 GMT -5
What's baffling is when people try to claim that this decline is just a natural product of the times, as if MUDs were all the rage in 2010-15 and have only just gone out of fashion in the last eight years. Arm could absolutely have stayed at 250-300 weekly logins, except nobody lifted a finger to maintain the game and keep players engaged.
The decline goes hand in hand with the administrative decision to close Tuluk and shift to a hands-off appoach to plots, wherein staff claimed that they would support player efforts instead of providing the story themselves. As we all know, this support was never real, and it was all just an excuse to stop doing anything for the playerbase.
As a result, it became a game where nothing happens. It lost about half of its players over the course of eight years, helped along by various scandals and unopular administrative decisions. By and large, players didn't leave because they had grown too old to play MUDs. They left because they didn't want to play Armageddon any longer. In many cases, they just went to a different MUD.
|
|
punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
Posts: 1,098
|
Post by punished ppurg on Jan 1, 2024 10:09:24 GMT -5
Good writeup as always. I think it's fair to say that, in retrospect, the Seasons announcement could have been done differently. For example, it could have been done today on New Year's 2024. And it could have been done by Usiku, or even a three-part editorial article where all three of the new producers (once Halaster was replaced) wherein each "head" of the hydra makes their own promises and expectations, delivers something more to hope for. Instead, we have Halaster. Maybe this means nothing to some people, or they say they think it means nothing; but this is such a subconscious / hypnotic cut, that it's hard to address directly. I'll try and frame the shadow. In Producer tradition, we remember in October that Halaster Trick-or-Treated us with his "I quit" forum post. The yellow highlight is my emphasis. Taking old boy at his word? This is a rejection of the community (mostly). "A lot of you simply disgust me"; and I'm not going to suggest that the Arm community isn't disgusting (since I am in it) - rather, take this Halaster mood as it sits. He's had his own team and community in shambles after the Shalooonsh retirement suggestion, not to mention the Shabago junk that went hand in hand. "Rampant hostility" seems to happen to you when you enable OOC sexually antagonistic admins, and hope to cover for them easy once they get #MeToo'd. And everyone in the community had a #MeToo story about Shalooonsh, or knew someone who had been violated by it. It's the reason why the old girl matriarchy, Adhira and Cat Rambo and so forth wouldn't let Looonsh have foothold back when they were around. But I digress - I only revisit the Looonsh situation in as much that, it is a catalyst for the anxiety in the playerbase towards the staff team and especially Halaster. So in October, he rejects the community and rejects the obligations of his voluntary position as Producer of the game. Instead, Halaster resigns himself to coding only. In his own words, "I'm fed up with our community." "I will not be participating in anything resembling running the game or steering it, or be player facing or interacting with the community in any official capacity." "I'm burned out, tired of it all." "I wish you all the best."You can't fault a man for his feelings. At least we can respect Halaster by saying he knew when he had enough, and he had the dignity to make way for someone who didn't feel this way about the game & its community. I only wonder who the new Producer will be that replaces him. Hold on! This feels like being player-facing and steering the community! Something happened in that month of November that made Halaster turn from his own disgust; and I think that event was the idea of Seasons. As I said in the peanut gallery thread, it has the capacity to be a good idea. A few issues in the messaging, though. It is my personal opinion that, accepting the premise that the Seasons idea reinvigorated Halaster for the game where a month prior he was "simply disgust me" levels of done with it: that wave of reinvigoration was such a whiplash for the community precisely because Halaster was at the head of signaling, contradicting his own words and expectations from a month prior. And it opens the Pandora's Box of anxiety in the Armageddon community where players are concerned about Halaster, or whomever, making sweeping changes to a game that he had been fed up with and "quit" from just a month prior. No matter how well-written Halaster's messaging is, there is nothing that he can do to counter-act himself being the messenger — the driving force, perhaps the reason. He doesn't necessarily need to be the reason: it's just sufficient that enough players see him in that light. And by rejecting the community prior, it is only natural that some of the community rejects him. Not everybody; but a percentage. This is why you see such trepidation about the idea of Seasons. It is a good idea! In the same breath, it can be reduced down to Halaster's last ditch effort at making the game interesting for himself before he well and truly fucks off. And that, does not bode well for its longevity or its success. We all know that Halaster is renowned for his excellent decision-making in the minutia of administrative capacity: truly the Solomon of our digital era. People feel this uneasiness, but they don't know how precisely how to express it; or they don't want to say it because of the recoil they're going to receive. So, they just opt out. If there was a new fresh-faced 3rd producer that was supporting Usiku being the primary messenger for the idea of Seasons, then I think Arm would be in a better spot than it is right now. And I think if Halaster hadn't jerked them all forward into announcing as soon as he felt the tingle in his leg, for instance delaying to something like today to announce it, the stagnation would be less keenly felt. Remember that not all of the staff team knew about this before the announcement was broken to the public. This may all seem like hurry-up Mickey Mouse bullshit, but I think that it's important from the perspective of signaling. Halaster sends mixed signals. He rejects the community, some of the community rejects him in turn. This seems like a hurry-up audible instead of a true action plan with pluralistic support. The little things all add up in the observer's mind, even if they don't realize they are counting.
|
|
|
Post by uncoolio on Jan 1, 2024 10:37:36 GMT -5
Well, Seasons may have been a "good idea" if it was the product of a well-honed staff team that was known for putting in a serious shift and caring deeply about a game that's running smoothly. You know, like the people behind Arx. Then the Armageddon community might have been excited to see where this new direction will take them. Instead it's a staff team that has shirked its duties for years and - as you point out - is led by someone who just recently wanted to quit because he was fed up with the very people he's now supposed to do all this work for. How can anyone have faith in that?
As I understand it, the Seasons idea had been brought up amongst staff before but had not been approved. Then when Halaster retired, other senior staff asked him to reconsider, and he said he would only stay if it was to spearhead the Seasons project. They agreed. That's how I heard it, at least. If that's all true, it suggests that Halaster leveraged the staff shortage to force a decision that presumably much of the staff disagreed with (since it wasn't adopted until it became the compromise necessary to convince Halaster to stay). If that's how it went down, that's pretty ugly.
In terms of his ability to put together a project like this and see it come to fruition, I actually think Halaster is largely capable. A lot can be said about his part in the Shalooonsh ordeal and how he may or may not have been underhanded in the way he got the Seasons project hammered through, but I think he's fairly competent at the actual job. I just don't think the staff team collectively has what it takes, and if there's one thing unpaid volunteers generally won't do for long, it's work that they don't want done. I can absolutely see them dropping out one after another until there's just the handful left who were for the idea all along, and then they'll either never finish it or will deliver something underbaked and insufficient because they just didn't have the people to do as much as it'll take to drag this game back to life.
And if that's how it turns out, it was easy to see it coming, and therefore a really stupid and irresponsible way to kill a game.
|
|
|
Post by pinkerdlu on Jan 1, 2024 15:54:55 GMT -5
Well, Seasons may have been a "good idea" if it was the product of a well-honed staff team that was known for putting in a serious shift and caring deeply about a game that's running smoothly. You know, like the people behind Arx. You and mehtastic always make such great, rational, logical posts, where I tend to agree with 99% of the points put forward. But you have a tendency to stain them with shoehorned references to Arx. I imagine it stems from positive reviews of Arx you might've heard 5+ years ago, or perhaps from a hopeful position where you believe there might still be games out there in the MUD sphere that will cater towards RPI players better than the likes of Armageddon, Sindome, Haven, Harshlands or Apocalypse. Let me be the bearer of bad news. Arx is a bad game. It has cliquish staff that prevent discussion of the game, routinely ban players at the first sign of disagreeableness, that dominate the most powerful positions with their avatars and friends, who they cater to and grant their own noble houses, special items, special plotlines, and so on. They closed the creation of new characters years ago, they regularly shut down the introduction of new plots or requests for months at a time, and the game has been dead (similar to Armageddon) for the past few years. While you may type 'who' and see a hundred characters logged in, you don't see more than a handful of them on the public grid at any one time. Most of them are AFK, and you can play up to 3+ characters... so like Armageddon, it's really only about two dozen players or so who actively play the game and dominate it with their groups of OOC friends. The only thing that makes Arx better than Armageddon is the lack of a clunky combat code that staff and mentally-ill GDBers use to murder your character, and that most Arx players tend to be somewhat literate and capable of roleplaying. I'll leave it at that. Sorry, but RPIs and the MUDs closely related to them are part of a dead genre that has been cannibalized by staff cheaters. There is no innovation and there are no healthy communities. That would require a resurrection of sorts, that I'm doubtful of seeing for the time being. It doesn't matter how many RPI players temporarily flock to a game - if it's poorly managed by neurotic individuals, nothing will change. Thanks for sharing this data, mehtastic. I've always enjoyed the graphs. Still, Armageddon has been the type of game for the last decade where you could login with 30-40 players online and have a completely dismal experience. Either no one will be in your sphere, or they'll be hiding away, or you find a group of people and they're just the most dull, boring, narrow-minded bunch, a complete displeasure to interact with. When I was playing the game actively, I always had this idea, "Well, this really sucks and I'm bored as hell... but surely there's something cool going on somewhere else, right?" That was the most soul-crushing aspect of joining staff. I got to see that things sucked, everywhere. Every sphere was essentially dead apart from the rare interaction, or mudsexxing, or scheduled event or RPT. It sucked. I saw that there was truly nothing worth saving, only memories from a time when the game was full of potential.
|
|
ask
Clueless newb
Posts: 137
|
Post by ask on Jan 1, 2024 18:10:07 GMT -5
I love meh.
|
|
mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,695
|
Post by mehtastic on Jan 1, 2024 18:36:02 GMT -5
Usually in these threads I like to take the time to respond to people individually, but I've been enjoying the last day of my four-day weekend instead so here's a general rundown responding to some of the posted points here. I haven't been a fan of Arx for about 3 years. I think it suffers from a lot of the same things Arm does, and really every RPI, and it's most likely because of the competitive nature of both games incentivizing players to try to earn advantages for their characters in an OOC fashion: whether it's trading info on Discord, playing specific roster characters to help out friends, or seeking out staff characters to bang. The biggest RPI players, who tend to be like whales in pay-to-play games but with time rather than money, have extremely escapist tendencies. Escapism is incompatible with losing - there's no need to simulate failure when you already are failing IRL. The next step when faced with failure is to seek success through other, underhanded means. The only places that seem non-hostile to RP also have an extreme collaborative focus, to the point that there is no major conflict between PCs, and all major conflict is between the PCs and staff-run NPCs. These are effectively games run like TTRPGs. I'm also wary of posting the exact games because I don't want them to be flooded with Armers, but it should suffice to say that they are MUSHes and hopefully that scares them away. I think the only things Arx has above Arm aside from its lack of shitty combat code is that it's handling the end of its metaplot with significantly more grace than Arm is, and it fostered a community that won't throw their own shit at the wall when they hear the story is coming to an end, because they can accept that stories have endings. I think in the context of discussing Arm's self-made downfall, this is really the only part of Arx that is most relevant for comparison purposes. Bearing in mind that Arx has had a large minority of Arm refugees for about 3 years (didn't I say I haven't been a fan of Arx for about 3 years? What a coincidence...). Seasons would have absolutely been a great idea in a vacuum. A story with a beginning, middle, AND an end? Just like a TTRPG run by a competent DM with players that don't flake out? And instead of one DM there's 20 DMs all hard at work on the same story? Wow! But I think it's important to remember that it was nothing more than Halaster's bargaining chip to retain Producer status. Like ppurg said, Halaster floated the Seasons idea months before its announcement. In fact, he did so shortly after the Shalooonsh incident as part of what was essentially an ultimatum: he stated he could not stay on staff any longer, but if the other Producers decided to go ahead with Seasons, he would come back to run it. We know this because he said so himself, and the other Producers haven't contradicted him. After Halaster's departure, it's reasonable to assume Brokkr and Usiku were no longer happy with the state of the game, as evidenced by their commentary on the need for karma system reform, stating that high karma did not currently reflect good roleplaying quality. They knew the quality of the game was down the toilet at this point, and saw a revival of the game in a new form as a solution. They were probably even more than happy to give up some of their share of control over the game and let Halaster have it - after all, the Armageddon community can fairly be described as draining. 140 energy vampires (well, now about 60)? Why would anyone willingly want to deal with that? And as far as MUD popularity goes, I think it's helpful to remember that every runner of a declining MUD blames the fact that MUDs in general are in decline. It's easier to shift the blame to general trends than take responsibility oneself. It's not just hobbyists that do it either; everyone with some kind of meaningful stake in the success of something does it, especially when they could be punished for failure. In many cases they are at least partially right. But obviously Armageddon has something wrong with it beyond the decline of MUDs. If Armageddon was run absolutely perfectly, with the fairest and least judgmental playerbase, it would still have a declining player count because people would eventually lose interest or burn out and go off to play other games. What Armageddon's data shows is a systematic driving off. Consciously or unconsciously, staff used major changes to the game to pit players against one another and exhaust an undesired group into leaving the community. I've said multiple times on this forum about how this happened with Tuluk and the mob turning against those raising concerns about closing an entire sphere. The end result is that those concerned individuals, for the most part, took the hint and moved on. What makes the most recent dip unique from the Tuluk dip and the Shalooonsh dip is that, finally, the change was against the interests of the mob, and with apologies to Martin Niemöller, there was no one left to speak for them. The mob themselves had driven them all off years or months prior. tl;dr: line go down because Armers be stupid.
p.s: Love you too, ask.
|
|
|
Post by pinkerdlu on Jan 1, 2024 19:59:09 GMT -5
Seasons would have absolutely been a great idea in a vacuum. A story with a beginning, middle, AND an end? Just like a TTRPG run by a competent DM with players that don't flake out? And instead of one DM there's 20 DMs all hard at work on the same story? Wow! Yeah, I absolutely agree that Seasons is a good idea in isolation and generally disagree with the arguments that I've seen posed against it on the GDB. However, I feel like you and ppurg are right in that it comes from a disingenuous place, in that the staff just don't want to deal with the game anymore and are "soft quitting". I'll be surprised to see the first season launch at all, let alone with any level of vigor behind it. I think what remains of the playerbase picked up on that subconsciously and are throwing the baby out with the bathwater by finally dropping the game. Kinda hilarious to see it happen like this. And as far as MUD popularity goes, I think it's helpful to remember that every runner of a declining MUD blames the fact that MUDs in general are in decline. It's easier to shift the blame to general trends than take responsibility oneself. Every shadowboarder that I've spoken to earnestly seems to agree that in an alternative reality where Arm was well-managed and led by good, reasonable, passionate staff members, Arm could have 100+ player peaks in 2024. There are a number of MUSHes, MUDs and other extremely niche games like Space Station 13 that seem to support this idea. "MUDs are dying because of time and age" has always been a weak argument in my opinion made by apathetic players and staff alike, especially in Armageddon's case where there was so much going wrong, that could've been fixed or avoided through careful and intentional administration, if not just treating your playerbase like humans...
|
|
|
Post by gringoose on Jan 1, 2024 23:14:25 GMT -5
What's baffling is when people try to claim that this decline is just a natural product of the times, as if MUDs were all the rage in 2010-15 and have only just gone out of fashion in the last eight years. Arm could absolutely have stayed at 250-300 weekly logins, except nobody lifted a finger to maintain the game and keep players engaged. The decline goes hand in hand with the administrative decision to close Tuluk and shift to a hands-off appoach to plots, wherein staff claimed that they would support player efforts instead of providing the story themselves. As we all know, this support was never real, and it was all just an excuse to stop doing anything for the playerbase. As a result, it became a game where nothing happens. It lost about half of its players over the course of eight years, helped along by various scandals and unopular administrative decisions. By and large, players didn't leave because they had grown too old to play MUDs. They left because they didn't want to play Armageddon any longer. In many cases, they just went to a different MUD. Those early 10s highs for Arm were more because of the death and shuts downs of Shadows of Isildur rather than Arm actually doing anything right. SoI did once have a decent playerbase and was always #2 behind Arm and had like 50 player peaks vs Arm hitting like 80 player peaks on the most active days. I'm one of the people that came over from SoI myself, and initially Arm was something that I tolerated rather than preferred. I have the opinion that Arm was the primary beneficiary of the downfall of SoI, and even though MUDs were generally in decline, Arm benefitted uniquely by gaining much of the SoI playerbase.
|
|
mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,695
|
Post by mehtastic on Jan 2, 2024 4:39:40 GMT -5
SoI's closure of its northern sphere is comparable to Tuluk's closure in that both were extremely ill-advised moves, but I think in terms of self-inflicted damage, SoI's closure of its northern sphere is more comparable to Seasons. The northern sphere closure led to the near-complete collapse of SoI and the creation of Atonement. SoI players/staff that were also Arm players flocked over to Arm rather than Atonement for the most part. The playerbase completely crashed and it became obvious to the staff that they had blundered, but rather than try to fix things they dug their heels in instead. I'm sure whichever psychologist figures out why petty tyrants always seem to double down will win a Nobel Prize.
|
|
|
Post by uncoolio on Jan 2, 2024 5:01:30 GMT -5
That's not really how it happened.
A number of SoI's staff members (most of which were northern staff) rebelled against the game's director, Kite. The rebellion was led by Songweaver, aka Jaunt. He and his faction accused Kite and certain other staff members of cheating and being duplicitous, and they left SoI, announcing that they would make a new RPI called Atonement.
A lot of players left with them, and SoI entered a death spiral pretty much immediately. They tried to close a bunch of stuff, but when it became clear that there was no way of salvaging the game, they shut it down and chose to work on a new version. It eventually went into alpha testing but never got finished because only one person was really working on it by then.
Meanwhile, Atonement went into development (during which Jaunt was mostly absent and left the work to a coder called Kithrater and some player-builders like Krelm and Wolfsong) and eventually launched its beta version which took place on a spaceship. It later had a separate full release that took place on the moon. After it shut down, some of its staff joined up with some former SoI staff and remade SoI in its Laketown edition.
In short, SoI collapsed because a bunch of its staff and players split from the community due to disagreements with the lead admin (and his wife), and the original version of SoI wasn't around for much longer than that.
|
|
mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,695
|
Post by mehtastic on Jan 2, 2024 6:01:24 GMT -5
The one thing that sticks out there in stark similarity to Arm is that when the bleeding started, the solution was to cause more bleeding rather than try to staunch the wound. The closure of SoI's spheres and transition over to Laketown and the Seasons announcement are similar in that they reflect staff making early mistakes, and committing to them by making additional mistakes, rather than trying to reverse course. What these games have shown is that consolidating play areas through complete closure just doesn't work - too many people are too attached to certain areas to just go along with the staff willing to drop them, especially if they already have low confidence in those staff members for their other decisions/behaviors. If, for example, Arm staff had a great deal of trust in them already, it would have been trivial for them to explain why closing Tuluk made sense, or why Seasons are a good idea. Because they don't have the confidence of their playerbase, any overcorrections they make to the game end up being seen as just additional oppressive decision-making. I don't think it's a coincidence that both games suffered from a perception that staff are unfair cheaters, and both games were abandoned by the vast majority of their players when increasingly hostile and dramatic changes were proposed.
|
|
|
Post by uncoolio on Jan 2, 2024 6:33:05 GMT -5
Well, the Laketown version of SoI had very little to do with the original SoI except for the name. It actually used Atonement's codebase, which was a heavily modified version of the original SoI code. There were several years between SoI 1.0 closing and SoI Laketown opening, and the latter was more of a spiritual successor to Atonement than to SoI, comprisedd mostly of Atonement/Parallel's former staff and players. Other than the name and the Tolkien setting, they weren't really connected. It wasn't a case of SoI's original administration transitioning to Laketown. It would be more like if Arm shut down, and then three years later, Apocalypse's staff launched a whole new MUD called Armageddon: Steinal.
If I remember correctly, SoI was actually pretty calm and in relatively good condition when the big schism happened. It wasa rift between staff members, and most players weren't even aware that there was something going on until Songweaver/Jaunt made a big, explosive post about it, announcing his allegations against the head admins as well as the fact that his crew was leaving the community immediately to start work on Atonement. It was basically a mutiny, and to the general playerbase, it came out of the blue. Prior to that, I don't think there was a widespread perception of staff as cheaters, and to this day, I actually don't know if the allegations against Kite and the other senior staff were true. Most chose to believe it, though, so like half of the staff and playerbase left overnight.
It wasn't a result of the administration doing things that upset the playerbase. It was actually Jaunt's staff faction accusing the senior staff of lying to them, taking credit for their work, and treating them like the hired help instead of fellow staff members. Since Jaunt was very popular - kind of like a Shalooonsh without the sex pest personality - a lot of players took his side and left with him. That's why SoI went down the drain. They tried to do the Seasons thing and take the game down to remake it, but it petered out and there was no such thing as an SoI game until much later when Laketown opened, created mainly by people from the Atonement/Parallel community.
|
|
mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,695
|
Post by mehtastic on Jan 2, 2024 9:36:59 GMT -5
That's interesting. Still, I think that kind of greedy office politicking is pretty similar to what we saw at Arm with the pro-Shalooonsh staff clique that sheltered him from the mid 2010s until last year. We saw the result of that - a pretty big (for the time) drop in player count once everything was revealed, that caused staff to reassess the game's health, followed by a massive overcorrection that killed the game because they panicked about ~20 players leaving the game.
Thanks for the additional context and history, that is good to know.
|
|
eugene
Clueless newb
Posts: 114
|
Post by eugene on Jan 2, 2024 11:00:59 GMT -5
In short, SoI collapsed because a bunch of its staff and players split from the community due to disagreements with the lead admin (and his wife), and the original version of SoI wasn't around for much longer than that. As someone that was (briefly) on staff towards the end of Kite's tenure, my impression is that he tried to delegate a lot - but delegated to shitty people. My direct experience with him, as a staffer, was actually very positive. Kite admitted me onto staff despite several senior members opposing it (IIRC Deacon threatened to resign in protest if I was made staff, which he pussed out on) and really did welcome my opinions, even when they were directly critical of him, of staff, and of the game's direction.
There are many reasons to criticize Kite, but he was not a sociopath on a bike as some people would have you believe. His wife was genuinely unstable, but she had her own issues that I won't get into.
As for RPIs: most people are just waiting for something new to come out where staff will actually listen to players. Where staff allows players to criticize them, allows players to shitpost (i.e. blow off steam without being censored), and allows players to do what they think is fun without some strict design principle standing in the way.
Will something new be treated with a fresh face or be hatefucked into the earth? Who knows, but there's something about the existing landscape of "RPI" games that seems to tickle everyone's pickle. Maybe something new will help?
Just my two cents.
|
|