The players also have to be willing to be part of that storyline, as well. You can have all the actors, scripting, and props you want, but unless almost every player on the field is willing to play some sort of role and stay in that mindset, immersion breaks.Tombstone wrote:You want immersion?
We had a guy break down and cry at the AONW Zombie Shoot House.
I had a group of kids ostracize their friend because they shot me, the only person who knew how to get out of the lab.
TOOT TOOT TOOT TOOT TOOT.
Point it, immersion is actually quite simple to pull of, its just having the right people who will put in the effort necessary, and to make it nearly impossible to escape the storyline.
Junto wrote:The players also have to be willing to be part of that storyline, as well. You can have all the actors, scripting, and props you want, but unless almost every player on the field is willing to play some sort of role and stay in that mindset, immersion breaks.
Electric Sponge wrote:You see, the way I see this game format working to provide a higher level of immersion is this. Major plot developments will be handed down from the game administration to the faction generals who will then in turn hand down the information to their subordinates. The players are then tasked with dealing with these plot twists and then their actions help write the stories in between these events.....
Problem with that is... a lot of players won't listen to orders handed down to them, or will quit trying for their objectives after they die a few times. People quit playing the OP and decide to go skirmish for kills on the field instead of completing their objectives and there's no way to convince them to get back on task, no matter how many people you have in charge.Electric Sponge wrote:You see, the way I see this game format working to provide a higher level of immersion is this. Major plot developments will be handed down from the game administration to the faction generals who will then in turn hand down the information to their subordinates. The players are then tasked with dealing with these plot twists and then their actions help write the stories in between these events.
Catch22 wrote:You haven't been in command at alot of Ops have you? This happens quite frequently... Throught out the game admin will tell Co's about new missions to accomplish. Game host often set up several contingency plans for Ops... How a team is doing dictates the flow of the game and the missions to accomplish.
Problem with that is... a lot of players won't listen to orders handed down to them, or will quit trying for their objectives after they die a few times. People quit playing the OP and decide to go skirmish for kills on the field instead of completing their objectives and there's no way to convince them to get back on task, no matter how many people you have in charge.
Junto wrote:Problem with that is... a lot of players won't listen to orders handed down to them, or will quit trying for their objectives after they die a few times. People quit playing the OP and decide to go skirmish for kills on the field instead of completing their objectives and there's no way to convince them to get back on task, no matter how many people you have in charge.Electric Sponge wrote:You see, the way I see this game format working to provide a higher level of immersion is this. Major plot developments will be handed down from the game administration to the faction generals who will then in turn hand down the information to their subordinates. The players are then tasked with dealing with these plot twists and then their actions help write the stories in between these events.
Merchant wrote:Junto wrote:Problem with that is... a lot of players won't listen to orders handed down to them, or will quit trying for their objectives after they die a few times. People quit playing the OP and decide to go skirmish for kills on the field instead of completing their objectives and there's no way to convince them to get back on task, no matter how many people you have in charge.Electric Sponge wrote:You see, the way I see this game format working to provide a higher level of immersion is this. Major plot developments will be handed down from the game administration to the faction generals who will then in turn hand down the information to their subordinates. The players are then tasked with dealing with these plot twists and then their actions help write the stories in between these events.
But this is why I like Mini Ops-because there is a smaller more manageable group of people who will hopefully be more inclined to stay on task.
Size seems irrelevant, in my experience, and yes, I mean they abandon their chances of winning the game because taking objectives is harder than just shooting people. They either go skirm for kills or sit at spawn and phony pony.Electric Sponge wrote:Problem with that is... a lot of players won't listen to orders handed down to them, or will quit trying for their objectives after they die a few times. People quit playing the OP and decide to go skirmish for kills on the field instead of completing their objectives and there's no way to convince them to get back on task, no matter how many people you have in charge.
So are they deserting their objectives because they can win anyway with simply getting more kills, or are they deserting their objectives and compromising their chance to win? The former I could understand but the latter is just beyond me.
Could you maybe keep the game more focused by limiting their size to say 100-150 people instead of 300-400?
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