Players vs. Coders
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The other day, once again perusing rec.games.empire, I came across a game summary for a game that had just recently ended. It was the regular stuff; power charts, reports, cute awards, and brief summaries. Then something towards the end caught my eye:
I was immediately concerned: Here was someone who, if memory serves correctly, had been running games since 1991-1992, and was not quitting empire because of other interests, or lack of time, or marriage, or any of the other really great reasons to quit Empire and move on with life. Here was someone, obviously in the trenches of games on a regular basis, who was quitting the game because it was changing, and these changes were out of his control. It made me wonder. How does "Josephine Empireplayer" get her new, wonderful ideas to be heard and implemented? How does "Joe Empireplayer" prevent a bad idea from being implemented? |
All essays submitted are the property of the break! periodical and the Empire Hall of Fame. The Empire Hall of Fame © 1996, Doug Pitters. All rights reserved. You may copy this work by electronic methods. Non electronic copying, hard copies for the purpose of distribution and/or selling, is strictly prohibited without author's express written consent. No changes may be made to the content of this edition |
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Ever tried to make a suggestion to the developers for changes or bug fixes to the Empire code? How was your suggestion received? Write your opinions and submit them to break! ![]() |
Too often it has come down to an empire golden rule: He who has the gold, makes the rules. Not literal gold, mind you, but the more valuable gold of time, machine cycles, a steady 24-7 internet connection, and the technical prowess to build and maintain an empire server. If you could do this, then you could implement or turn off any idea you wanted. But what of the less fortunate, the crowds who brave the slowness of the local time-sharing machine, agonizing at the slow connection but still unable to depart from that terminal because of the addictive claws of the long-term game or blitz? What is to become of their ideas? Ask many of these regular Joes, and they will tell you the perfect position to pitch a new idea to a server-god or a developer: on your knees. Quietly prodding or supplicating these developers to action is often only partially successful at best, and completely fruitless at worst, and many really great ideas fall by the wayside, washed away with all the other ideas thought of by forgotten little people. On the other hand, ask developers about these virtual Lilliputians, and they will repeat ideas to you that are so bad, that they could turn Empire into a mockery of SimAnt. |
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You see, the coder, the developer, the server-maintainer, these are the last-bastions of hope for the quintessential empire game; the game we play in our dreams. They are the last line of defense against those that would love to see twenty-six sectors types (and other assorted bad ideas). The idea-givers stand before them in a horde, seeking to sweep the developers' productivity and sanity aside with their relentless rush of concepts that would turn the stomachs of any game designer. So the developers ignore, or they patronize, or they belittle the vast quantities of notions, most of which should either be ignored, patronized, or belittled. But there are the few for whom the development of Empire is of paramount importance to them, even if they do not have the time or the resources to be directly involved in that development. That they do not deserve to be lumped in with the refuse of the regulars is obvious. Their methods for ensuring that they aren't are often less than tactful. |
Ever run your own game, and made changes to the Empire code? What's the hardest aspect of dealing with player suggestions? Submit your thoughts to break! ![]() |
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Take Tom Tedrick, for instance. Like many dominating players in many games, he can sense something bad like a camel senses water in the dessert. He may not immediately be able to tell you what exactly is wrong, or why exactly it is wrong, but his warnings itself should not be taken lightly. Yet his reputation for being condescending to players is well known, and his ability to listen to squeaking drivel (no matter how correct it may be) is practically nonexistent. Yet might it not be possible that his yells, his insults, and his stubbornness is not because he is not open to new ideas, but because the road that his ideas travel on is to narrow, and he still hasn't gotten all his ideas out the door yet? I don't claim to know Tom Tedrick's mind. My support or refusal of his ideas are not the issue; the results of the interactions are the main thrust of my diatribe, for these results are the stagnant situation where players may immediately dismiss new implementations before truly understanding them, and the developers dismiss ideas because they were not properly packaged and shipped with the obligatory pot of jam. They use the good old "lameism" "if you don't like it, make your own game", and move on with other, arguably useless implementations. |
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And Pat Loney, one of the best deities Empire has ever known, . |
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The truth is, the problem doesn't lay with Empire, but with the social dynamics of its participants, participants who do not know how to talk to each other, or establish an effective dialogue, or filter useless information while at the same time acknowledging valuable content. Commercial software developers had the same problem. If a user complained about how a piece of software wasn't doing the "right" thing, they would try and change the way that user did business, instead of doing the right thing: responding to the user's need. Of course, over time, commercial developers came to realize that the more they listened to their foolish users, the more software they could sell, and the more money they could make. Of course, since no one is making any money from this venture, the dynamics are slightly different. One of the most frustrating things that a developer (especially a volunteer) faces is someone ranting at how various changes are screwing up the game. It is only natural for that developer to reject any ideas, as theirs was rejected, and to drop the "do it yourself" line. Yet developers are in a unique position of power in the Empire community, and thus owe a responsibility to that community that exceeds any given player or deity. This responsibility does not give them the luxury of outright dismissals of suggestions and lamentations of people who are not lucky enough to share your abilities or your resources or your time, but who may be equally competent, knowledgeable, and dedicated to the game. |
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Do you think it is possible for developers to accept responsibility to listen to suggestions and weigh out all options before making changes to the Empire code? Should they have to? Submit your thoughts to break! ![]() |
It is with the acceptance of this responsibility that light might flicker at the end of the ever-growing murky tunnel. Maybe with responsibility to the hundreds of players that keep this game alive with participation, developers might come to realize what their efforts are all about; to make the game stable and bug-free foremost, to make it playable secondly, to make it fun thirdly, and to make it realistic lastly. Maybe there needs to be an Empire developer's charter, a pseudo-constitution that all new entrants can read and take to heart, and learn of their responsibility to the game, its players and its alumni. Yes alumni, because without alumni, there is no understanding of the passage of time, and without that understanding, there is no existence, and with no existence, there would be no need for an Empire Hall of Fame. By now, you should have surmised that I am occasionally prone to wax philosophical about a great many things. How many times have you asked yourself "If I ruled the world, what would I do, what would I be?" It is an interesting question to try to answer if you have an afternoon filled with nothing but a path to bike ride on, a game to watch on television, or leaves to kick your feet through. Yet it is this exact question that must be asked before making the smallest of changes to the Empire code. The changes that you make, the ideas that you suggest, no matter how trivial, are ideas that you will bequeath to a new world, a world that will differ from any world constructed before it. In that respect, you, the developer, do rule the world. It is your duty to be a noble servant to the people. |
Do your duty, and they, we, will never forget it.............
The Saint
Suboceana
12:57 am........... Snow is still falling on the parks of Suboceana. All is quiet, save the distant hum of a Honda scooter. Sitting on that scooter is one man. A miraculously cool dude he is, his hat tipped to one side, as he plows through the dust and voles at top speed. His name........The Saint His job.........former leader of Suboceana, turned road warrior. He rides his bike into the distant mushroom cloud. He has done his job well, and it is done, for there are no more sectors. Destination: Disneyland. :-)