We all know about the vicious cycle of unending PK that occurs in SK. It has swept all of us up at some point or another, sometimes with good RP, however, at its very core exists a simple need; the urge to "win" SK.
The problem with this is that you cannot lose SK. No matter how many times you die, or how many battles you flee from, you do not actually lose. You come back just as strong, just as ready as you were before. Your enemies never gain anything no matter how many times they might win.
Eventually, the better side begins to wane, players delete, and they switch sides. Most of this done OOC. Some of it isn't. A lot of players on SK are followers, and there are very few leaders. People go where there is success and where there is an abundance of gear. Caught in the middle of this are the players who are independent (ICly and OOCly), apathetic, or those who just haven't caught on to the pendulum effect of SK.
This problem runs on and causes those characters who are so short lived. You know the kind. The ones who reach GM in two days and have all the best gear and everything's going great.. but they get bored and delete. The pendulum creates a path of least resistance which is entirely too easy to cling on to. It is addictive and alluring. This eternal power-swap is like the seedy underground of SK, where most of the OOC connections are made, traded, and abused.
Unfortunately, there is little one can do to amend OOC connections. Players as a whole are addicted to them, and without such I imagine most would not play SK. I do not roll characters alongside others to "set up" meetings and the like. I just can't do it. It would make me sick. I have run far too many D&D campaigns as a DM/GM to even think of such a thing. Does it cost me the illusion of eliteness the other players might have? Yes. Does it make the game any less fun for me? Not at all. I enjoy the air of mystery and intrigue. The sense of adventure. The feeling that you're taking your first steps towards a brand new story. That is what makes SK fun for me. Not the phat gear, or the awesome cabal spells. Does this make me a "leader"? No. Nor am I a follower.
I digress. The pendulum effect in SK is a product of OOC connections. Players who are generally seen as "leaders" attract "followers" when no one should really know who you play at all. That is the first issue that needs to be resolved, but it really can't be: Character/player anonymity.
The second issue is leveling. Characters appear, reach GM a few days later, and then disappear. I can see why Dulrik strives to make leveling slower on SK. It helps to curb this pendulum effect. When I first began SK, being mentor made you king [REDACTED]. No one messed with you. Now it seems that unless you're mentor, no one even pays you any mind. Players as a whole need to tone down their incessant *need* to level - but this can't, and won't happen. So, steps are taken to slow leveling as a whole and to inspire RP - hence the familiarity system. I hate it, but I adore it too, because it requires me and the less "elite" players to take our characters out and RP to learn about new areas to explore and train. Again, this feature does not effect the "elite" players though, as often - too often - their characters never even bother to learn where, what, how, or why, because they just simply "know". This bring us to two more issues: Leveling, and IC/OOC Knowledge.
How does one police this kind of abuse? It is almost impossible to do. So much of SK is so stagnant and well-worn that it has become autonomous. It is like reading a book; the first time is great. The second time is okay. After the 20th or 30th time, though.. can you really glean any more from the book? Is there anything more to be had? It is the same game, just a different shell. The same players, the same connections, the same effect, and this "sameness" adds to the path of least resistance - I know this, no one can dispute me/my character, so why not do it? This is almost impossible to police. The only solution that I can consider is randomization. Some kind of flexibility to the MUD, so that everything isn't the same-old soup, just reheated, especially concerning quests or gear. That's right. I want to see gear with enchantments that are randomly generated upon loading. This is another issue: Stagnation.
Finally, death. There is no punishment for it. You die, you get a rez, and you are on your way. Spirit disorientation does little to resolve this. Honestly, I can think of little that would resolve this, except for maybe "spirit depression". When you are slain in PK, your morale is crushed, disallowing you from starting any PK for a certain amount of time (probably about a day or so). Death from a NPC/npc would not induce this effect. Our last issue: Death.
In summary, we have these major issues which must be resolved:
Character/Player anonymity. Can we, as players, take steps to be less revealing about who we play?
Leveling. It has slowed for a reason, but it is still much faster than it was before. Do we place too much emphasis on level and rank instead of RP ability?
IC/OOC Knowledge. What does your character know vs. What do you know?
Stagnation. What can we do to improve the flexibility of the game so that it isn't the same old soup reheated? Can we as players avoid repeating the same concept in just a different shell, and strive to find new avenues to enjoy the game with each new character we play?
Death. We all experience it, but few will admit defeat. Is a code change required to enforce the idea of a "loss"?
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