Nov. 20th, 2005

Also...

Nov. 20th, 2005 12:20 am
greenstorm: (Default)
...I love it when people on my friends list ask questions about plants. *glow*

Hahaha.

Nov. 20th, 2005 06:47 am
greenstorm: (Default)
This is what we call 'a silly time to be awake'.

I will not listen to sappy music all morning before work.
I will not listen to sappy music all morning before work.
I will not listen to sappy music all morning before work.

Luckily tomorrow evening I will see CrazyChris. He will laugh at me and put this in perspective.

Tille has decided to bring this dude to Korean Movie Monday to set me up with. The timing is *hilarious*.

Hahahaha.

Okay, back to bed.
greenstorm: (Default)
Types of written communication:

TEACHING;

This can be one-on-one, many-to-many or one-to-many, realtime or delayed-response, interactive as in the case of the NEWBIE CHANNEL or non-interactive as is the case in the WIKI or semi-interactive as in CHARACTER GENERATION. Used primarily to help new people (have been here less than three months) understand the theme, commands, and social context though it continues throughout the lifetime. Usually this function is performed by staffers, however, anyone familiar with answers to questions asked is encouraged to teach, and in fact many people are proud to display their knowledge in this way. CHARACTER GENERATION is teaching forced upon a new player, teaching on the NEWBIE CHANNEL primarily occurs only in response to questions on the new player's part.

STORYTELLING;

Generally many-to-many realtime, always interactive. Involves the manipulation of one or more character(s) or the narration of an environment. In the end, this is the point of the game. Everyone tells stories; non-staffers tell them only by manipulating characters which have been approved by a staff member. Staffers are understood to have enough knowledge of the world not to need pre-approval, and therefore use characters created on-the-fly and more environmental narration in addition to their approved characters. See examples of this in the LOGS.

DISCUSSING;

Interactive, realtime (CHANNELS, PAGE) or delayed-response (FORUMS, +BBOARDS). Administrator-to-administrator, or administrator-to-player. One-to-one, many-to-many. Staffers discuss all aspects of their job via text, as we never see each other face-to-face. We discuss what we do with each other and with the playerbase, to inform ourselves and make policy changes if need be. We discuss all aspects of the game with the playerbase to build social cohesion, and just because it's fun. More formal discussions and requests for information tend to take place in delayed-response arenas, because our playerbase is never online all at the same time. Often, private discussions occur; especially, discussions of how best to storytell are requested remain private, as an aid to immersiveness.

INFORMING;

Generally non-interactive non-realtime (+BBOARDS, +CALENDAR) but sometimes realtime (@WALL) Often staff members need to announce decisions or other information that is not subject to discussion. Such things may be: the location of a roleplay, a request for information in a different forum, or a change to the rules of the game. When this information is time-sensitive, a special coded tool called @WALL is used. When this information is always pertinent, the WIKI or CHARGEN is used. When the information is important to all, but useful for a limited time, the +BBOARDs are used.

Playerbase mostly 16-40 years old.
High proportion of writers.
10-20% have been here over three years.
10-30% have been here less than three months.
Maybe 60-70% distributed across North America, plus distinct Australian and UK populations, with others from Japan and Korea to Brazil, Italy, and Panama.
All have computer experience.
Most highly literate.
Most non-writers come from a heavy games-playing background.

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