Yeah, that makes sense.
Alt account of Angeldog 2437.
Avvie-free for life!Well, for small or new fandoms with a handful of notable communities at best, it can be difficult if your posse turns nasty for whatever reason.
Eye'm the cutest!
@Tom: wait, we had multi-page pun thread before?The main Touhou discussion thread has had repeated occurrences of pun strings lasting in excess of one page.
Endless Conflict: Every war ends in time, even supposedly this one.
I think the best examples of game communities I can think of were in a couple of obscure and now pretty dead browser MM Os - Urban Dead and Nexus War. Both games featured large places with only player characters to populate them. There were no NP Cs, no status quo is god, and no set in game story elements. Basically characters were sent to a world with a backstory and only each other for company and created a world with an organic changing narrative and character based entirely on player actions. To say that player actions had consequences would be an understatement - they literally defined the world. Players started by walking around randomly hacking each other to death and dying indiscriminately in return. But soon, they organized themselves into factions and communities. For example, in Urban Dead, human players (as opposed to zombie players) would join factions that called certain areas home. These players would work to keep their area zombie free in their own way, establishing fortified regions, unsafe regions, etc, often with extensive planning. They established the character and flavor of their own territory. Meanwhile, zombie players banded together into hordes, each with their own priorities and targets. A large size zombie horde entering a large human faction was a major event, with hundreds of players on either side. There were real stakes involved - if the zombie horde steam rolled the region, the area would actually be lost to humans. If the humans successfully defended, the zombie horde would naturally splinter, as the zombies would break off for easier targets. The magic was that, on an individual scale, everyone was fairly limited with what they could accomplish - sure you could kill someone, restore a building to order, what have you, but it wouldn't shift the status quo. But if enough characters got together you could create a new narrative with far reaching consequences. This overarching meta-game created unique and compelling histories, further adding to the backstory of the game. As all these narratives were player driven, everyone felt like they were a part of something larger and worked together to make more meta events. From a macro view, it was like dwarf fortress, except every player had control of one dwarf and there was no over-seeing player, just organic events. Needless to say, strong communities built around this. Great communities, who wanted to make interesting things happen and did. It was a magical time for me. It's a shame these games are quite dead now.
edited 3rd Oct '12 7:50:36 AM by Cthulboohoo
I think I recall why. At some point or another in those game's lifespan, one faction became powerful enough to the point where the other factions were forced to obey that faction's rules and whims. Also, some folks would figure out the exploits and which units or strategies were OP, and began using them to the point where ideas were drowned out in favor of doing that one single thing. And since no strategies or changes were implemented to counter them, the community slowly started to lose interest and leave. A good example would've been Nation-States, a game I played a few years back. At some point, one alliance got so powerful that none of the factions could really stand up against them without getting utterly trounced. As time passed, the member states of that alliance became rather bossy and asshat-ish, and started threatening to invade newbies and smaller alliances for resources, and still go ahead with the invasion even if they complied. This chased a lot of new players away as well as some of the older alliances who could no longer compete. The Alliance was eventually destroyed due to a mass trade embargo combined with constant harrassment of their smaller states, eventually crippling them enough to the point where members started to jump ship before they became a target. Unfortunately, no new figureheads came out of that conflict. As time passed the veteran players started to leave, and the game's playerbase, annoyed at either the chaos or lack of a decent alliance to protect them, began to leave. It was just as epic as you described yours - hell, Nation States even had it's own historian and wiki! EDIT: oh wait, it's called Cyber Nations. And apparently, the alliances in charge have shifted, but there's still a few recognizable names... hey, guess it didn't die after all!
edited 3rd Oct '12 9:16:32 AM by SgtRicko
Would you believe I never fully watched the original Indiana Jones trilogy? I gotta correct that someday.
Well, that really doesn't have much to do with why the two games I mentioned died, but sure. Urban Dead died because it was freaking old and quite simple. Much of the player base simply spun off into games with more complicated systems like Nexus War. Nexus War died because the owner couldn't afford to keep the servers going anymore. To be fair, the community itself was showing signs of dying at that point, though it wasn't dead yet. The problem was that game mechanics had allowed factions to become too entrenched after a while, making the game feel like it had a status quo. Which killed lots of interest. But yeah, I miss those games during their hey days.
Well, there are some people who don't see Pokemon as cute little animals. They see them as numbers and factors, and from the second they catch one they can determine the maximum attack gain if the Pokemon is EV-trained. If it isn't to their liking, they'll release it and find another one they can manipulate. And then there's the breeding; some people will build 2 amazing Pokemon from the tiniest levels up to Lvl 100 without any Rare Candy, just to breed them to make more with high stats at Lvl 1/5. And then there's the Nature of a Pokemon; if an Attack-oriented Aron turns out to have a Gentle nature, it's either off to the box for life or released into the wild. Pokemon are not friends to these people. they are NUMBERS.I must be missing something, because I don't see anything wrong with this.
Artificer-In-TrainingTF 2 usually has a pretty good fanbase, except when you meet people who seem to have drifted from more mainstream shooters. Nethack has a pretty cool fanbase, as does Sins of a Solar Empire.
Modern: Urza Tron, Living End, UR Delver
Hearthstone: Miracle Rogue, Murlocs
The system doesn't know you right now, so no post button for you.
You need to Get Known to get one of those.
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