[UA] The Future of UA?
Liam Routt
liam at routt.net
Wed Mar 10 04:00:56 PST 2004
Chris Cooper wrote:
> --- Liam Routt <liam at routt.net> wrote:
>>Such effort should be used to create *new*
>>material, probably
>>exactly the sort of material people keep saying the
>>game needs:
>>scenarios that people can just pick up and play.
> The UA website has plenty of scenarios that are ready
> to play.
One point was that I believe that efforts such as these should be used
to create *new* material, as I said.
I could add that the existence of scenarios on a website largely for
those who already know about the game isn't as useful (for growing the
number of players) as such scenarios presented in a manner and venue
where gamers who do not yet play UA are likely to see them and give it a
try.
> And though new scenarios are cool, I never use them.
Another point was that people were talking about how to grow the player
base for the game, and scenarios were mentioned as a good idea for
*that* goal, hence the suggestion that might be a direction to look for
material to "published" in any form. Someone looking to see what UA is
like doesn't need a set of Avatars, neat NPCs, rituals, or anything as
tied into the game as that. That information is of immense use once you
are already into the game.
>>"Professionalizing" the existing material does not
>>expand the resources
>>for the game,
>
> No, but it shows appreciation for those that have done
> the work. This is a fans thank you. No one is getting
> paid to do this.
The writers of this material need a "thank you"? What about the positive
feedback they get here (or on the website), or the sense that they are
adding to something way cooler than most people usually play. Do you
sense that the fans who have written this material need good looking
versions of this material to keep them interested in playing or
contributing to the game? They haven't needed that sort of feedback so
far, and have created some damn fine material.
>>it just uses up the motivation and
>>time that people have
>>to offer - time and focus that might create new
>>material that would
>>actually help to attract *new* people.
>
> This is a test run. After all the bugs are ironed out,
> writing new material can be tried out.
Except that, most often this sort of crusade fizzles after the initial
excitement. Why waste that most productive phase on re-presenting
existing material, rather than creating new and inspirational material?
Further, what sort of bugs are you expecting? Get motivated to put
together a collection of useful UA material. Write it. Refine it.
Present it. The problems will most likely be that people get bogged down
in the dull bits, or fail to finish their parts on time. You can't iron
those problems out, you have to deal with them every time. You can,
however, miss the wave or make your move too early, or whatever cliche
you want to use.
> I do not
> propose that material written by the fans actually
> gets put out for sale without due recompense to the
> fans.
Who did? If there is money involved, then one would have to work out who
deserves a share. But there need not be money involved, even if the
material is completely new. Or money could be involved if old material
is being repackaged.
Look, what I'm trying to say is that this sort of project is a great
idea, but it seems to me it'd be more profitable to focus on creating
new material, particularly new material to grow the player-base for UA.
While it is nice to edit and PDF up the existing material, it does not
particularly make it more accessible, and it isn't likely to stimulate a
large number of new players.
I don't mind what people do with their time, I should add. I'm just
trying to indicate that perhaps this focus and drive could be harnessed
slightly differently.
<shrug>
Take care,
Liam
--
Liam Routt liam at routt.net
Darcsyde Productions http://www.darcsyde.org/
-- still waiting for the Absolute Destiny Apocalypse --
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