[TWG Discussion] Phase Lengths

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  • Brilliant Dynamite Neon
    nobody fiffers anymore.
    FFR Simfile Author
    • Dec 2006
    • 2440

    #16
    Re: [TWG Discussion] Phase Lengths

    Originally posted by Xiz
    The more forcing players to not talk really kills game moods. I'm not speaking just about the previous game, but games in general.
    I agree that OC games are better but I appear to be surrounded by naysayers. That's not the point, thouh. I think OC ggames would have problems as well.

    The main issue I think is that we are playing based on a stale, impatient meta that doesnt encourage well thought out decisions. People don't post for the sake of generating content, they post because the threat of a deadline looms over their heads. This isn't good play, especially when blatant lurking and eleventh-hour shots in the dark are tolerated. It gives wolves plenty of places to hide and significant license to con and misdirect.

    one must also remember that, with a few exceptions, we are no longer responsibility-starved teenagers that can afford to spend all day playing forum games. We need a little more ti me to contribute.

    Player-Pool Dependent Deadlines make sense in a number of ways:
    ● The more players that there are in the game the more reads you have to make, and Day 0/1 activities are both working with an information deficit and set the tone for the rest of the game, so it makes sense to make that the longest.
    ● progressively tightening deadlines add a fitting sense of urgency to later day phases.
    ● lack of contribution will be conspicuous early on
    ● later days do not need as much time since people usually come into them with an agenda anyways and a lot of things have been said already.

    But we can do all the deadline tweaking in the world and it won't do us a bit of good if we don't shift our playing, and start using the time we have wisely. So, if you want something like this, I can think of some advice right away:
    ● use the long first day to cover as many bases and get as many reads as possible.
    ● ditch the mentality of "I can't be a key player because I'm vanilla human"
    ● start voting for / lynching lurkers
    ~ OFFICIALLY RETIRED FROM FFR THE GAME AND FFR TWG ~

    Thanks for the memories, folks. u da bes

    Comment

    • dAnceguy117
      new hand moves = dab
      FFR Simfile Author
      • Dec 2002
      • 10103

      #17
      Re: [TWG Discussion] Phase Lengths

      things change over time if humans want to win badly enough. I think. haha

      Comment

      • Afrobean
        Admiral in the Red Army
        • Dec 2003
        • 13262

        #18
        Re: [TWG Discussion] Phase Lengths

        Variable phase lengths make sense as a "go-to" option, but Rule 0 shouldn't be forgotten here. The host can run the game in whatever way they think is best. If a host wants 6-day-long phases, that's up to them. If players don't like it, don't choose to play that host's game.

        I'd also like to echo what Raeko said: if there are long phases, players MUST have SOMETHING to do. I'd go even further and say that a night phase doesn't ever need to be 48 hours, even if night-talking is allowed.

        Comment

        • dAnceguy117
          new hand moves = dab
          FFR Simfile Author
          • Dec 2002
          • 10103

          #19
          Re: [TWG Discussion] Phase Lengths

          Originally posted by Afrobean
          Variable phase lengths make sense as a "go-to" option, but Rule 0 shouldn't be forgotten here. The host can run the game in whatever way they think is best. If a host wants 6-day-long phases, that's up to them. If players don't like it, don't choose to play that host's game.


          and on that note, the host signup process could probably use a revamp.

          Comment

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