Empatheias Mods (
simpathis) wrote in
empatheias_ooc2015-05-14 07:14 pm
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Poll: Application Sample Changes
Hey guys! As one of the things being worked on for the game, we have a proposal for you guys. To help new players coming in have more of a feel of the game, as well as better prepare and encourage players to utilize the emotional aspect of the setting, we are considering changing the samples to make it conform to the game's premise.
Currently we only request one sample. This sample can be linked or an original written sample. As you know, the sample is used to help show how a player actually plays a character and show their take on the characterization.
The Proposal: In addition to a normal sample, a player must include a sample that portrays the character affecting the environment with emotions, or "emotional sample" for short. This can be done in one of three ways and the format can be either first person brackets or third person prose.
• Option 2. If a player links to a thread outside of the test drive—such as memes, old game threads, museboxes, etc.—they will either have to 1) write out a short (no more than two paragraphs) sample of the character in Empatheias' setting with some kind of emotional reaction OR 2) include a link to a Test Drive thread that fulfills the "emotional sample" requirement. With this option, you will have to provide two forms of samples.
• Option 3. Test Drive threads can satisfy both requirements. So long as there is enough character portrayal and a scene with an emotional reaction, be it within the prompt or done during the thread, then the player will only need to link it and they are done. With this option, you only have to provide one form of sample.
In short, somehow, somewhere, we would require the applicant to include a sample that shows both normal characterization AND using the emotional aspect of the game. This can be done separately or combined.
For those who use the test drive, this shouldn't be any more work than under the current scheme. For those who would want to rely on old game threads, this change would require you to still provide an original sample. However, as mentioned in the proposal, the "emotional sample" can be short. It is to only serve how you as a player would use the game's environment and you will always be encourage to be as creative or as simple as you want. From a simple rain cloud to streets churning in devastating, anything goes. It will also help ensure that the player understands the game's setting.
In terms of "judging" the sample, we would still only be focused on how the player is depicting their character. The emotional sample will neither add nor detract to this and will have no additional weight. Any revisions asked would still focus on characterization. So for example, if a player opts to write their sample, they will still need to provide enough for us to get an idea of their character. If it's just filled with emotional rain, we could ask for more on characterization.
Because this is a rather large change to the application, we want to poll the current playerbase as to what you think about this. It will run until the end of Sunday, May 17 and the results will be posted on the following Monday along with the Mid-Month Announcement and Test Drive. If approved, the change would be put into effect immediately.
So please vote! If you are adamantly against the idea, please tell us why. Knowing all perspectives will help for any future changes we may think of. If you have any questions or need clarifications, please ask them as well.
Poll #16685 Application Sample Changes
This poll is closed.
Open to: Access List, detailed results viewable to: Just the Poll Creator, participants: 30
Open to: Access List, detailed results viewable to: Just the Poll Creator, participants: 30
Do you approve the sample change proposal?
Yes
8 (26.7%)
Neutral leaning toward yes
11 (36.7%)
Neutral
7 (23.3%)
Neutral leaning toward no
2 (6.7%)
No
2 (6.7%)
no subject
no subject
no subject
I also have concerns about how potentially difficult it could be to write such a sample. Some characters just don't experience the emotional flux necessary to effect an environmental change very easily/often. Like, there's characters like Bobby who are generally emotionless, but also characters like Bols here who are just, like, generally emotionally stable? It takes a more extreme situation to get changes out of them and I know I, personally, don't like to put such extreme situations in my samples because it doesn't reflect how I'd generally be playing them and it's difficult to construct a situation like that without any buildup.
I just don't see how the pros of this would outweigh the cons.
no subject
PROS:
CONS:
As you can see, the bulk of the reason for this change is ensuring that new applicants do understand the game and will be ready to use the mechanic rather than ignore it. Generally, games requiring setting specific samples isn't unheard of, especially if there's a core mechanic involved. Initially, Empatheias hadn't developed far enough to require players to show that kind of understanding (and in hindsight, perhaps we should have asked this from the get go), but with the recent developments and what is to come, this will soon be more prevalent and in some cases necessary (but never mandatory) for game and character progression.
As mentioned on the list, it also serves as a kind of "check" for the player. It will help a player ensure that their character can work in the setting and, more importantly, have fun with it. Although we want every character in the game, not all of them really work out for one reason or another, and setting can be a major factor for this. The sample will essentially be asking the player, "Is this a place you can effectively play your character and have enough tools and utilities to develop them in a way that is fun for you? Or is this a place where it looks cool, but in practice it might not be a fit for you?" Although we could always just simply ask the question, a player can always say "Yes" or "No" without actually trying it out, and what we think isn't what always happens in actual play. Of course, such questions aren't fully answered until in game, but if a player decides to put effort into the sample, then it's a good indicator that they are more likely to try and stay in the game. So in a way, this change has more of a "long term" purpose than a "short term" one.
As to whether we think players are or are not doing enough with emotions, I would say that the Tracker proves that there is an abundance of activity, and recent events have encouraged that. As players get more comfortable with the setting, they're more likely to do more with emotions, so I also expect to see an increase, especially as more plot reveals occur. But as you said, actually using emotions in practice can be difficult, either for the player or because of the character, so I'll address that next.
First I think I should clarify what we mean by showing an "environment change" for the sample, and to be honest, how we're phrasing it exactly is still in the works. It will be clarified to address much of what we're talking about in a simpler way (for example, we can have it changed to say that we want a sample that has some kind of scene involving a character and his/her/its emotions). It doesn't have to be a big impact or even that noticeable to the character. The effect can be very small, very large, or somewhere in-between. A sample could have something as simple as the character remembering or reminded of something from home. If it's a happy memory, perhaps the light around them brightens, or if it's a sad one, maybe a cloud appears or flowers wilt, etc. Very basic suggestions are doable. If a player wanted to be more creative, they have the liberty to do that as well. We will also note that prompts from any of the test drives, past events, intro logs, and task boards can be used to help serve as a scenario for the sample, a lot of which have something to trigger an emotion of some kind.
But for characters who are more apathetic or emotionally stable, as you said that can be more difficult and the sample would require them to most likely be in an unusual situation if the player cannot work with subtle emotional changes. It should be noted that apathetic characters will have an easier time once a certain change occurs (within the next month or so). Right now nothing happens, but they, too, will be able to have an effect on the environment. In fact, for apathetic characters the sample could be about how there isn't any change because of their disposition and thus actually being a sample of how the character is apathetic. This can still satisfy the requirement. Another thing to note is even if a character is emotionally stable, that doesn't mean they're emotionless. For the game, it may be better to think of them as being calm and steadfast, and that, too, can create an effect, particularly around other people. A player can utilize NPCs in all samples, so it's possible for the effect to be more passive, such as creating a calming air or reducing the tension.
This is all going to the last point, which is to encourage creativity. Of course, not all players can be as creative as others, and we do not want to punish those kinds of players. That is why we are not going to be judging how "well" they write an effect and instead stress that such effects can be from subtle to obvious. The real point is if a player can do so at all. That's our bare minimum and if it's separate (Option 2), the emotion sample itself can be short, even a paragraph or two. Again, this can be more difficult for characters who aren't as emotional, but it's not impossible.
However, the issue of "difficulty" is still a big one, and that is why we are encouraging the Test Drive as opposed to requiring a written sample. The Test Drive should, at least in theory, solve all of these problems as well as address everything we want this sample to be. Usually our prompts have some emotional tie to it, and if not directly, it can still be weaved into them. In addition, most potential applicants have multiple prompts for the thread starter. As stated in the post and will be made clear on the application page, the initial thread starter can satisfy the "emotion sample" requirement if the prompt has something involving emotions there. So the thread starter would satisfy the emotion sample while the entire thread would satisfy the main characterization sample as a whole. It should be noted we aren't making the Test Drive mandatory as some players actually prefer writing their own samples or they might not find the current Test Drive prompts as inspiring as something they could use on their own.
So really, the options listed above would be in reverse order, but it was organized the way it was to help explain the sample change (establish the idea of what the sample would be and then the alternatives to get that sample).
This was an incredibly long response and I apologize for that! I do not know if this will satisfy your questions, and if you still disagree with it, I completely understand. But I hope it helps give you a bit more perspective as to the thought process behind this. If you still have concerns or still do not agree, please say so! It's perfectly fine and I do not mind explaining things further. I am also open to further suggestions or alternatives to make things easier either on the actual sample change or in helping explain it. If something like a mini guide or example is needed on the application page, that can be provided if you think that might help.
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