The Problem With Some Events ..
Posted: Thu Aug 30, 2007 7:16 pm
The problem with some events .. is not the event itself ..its the players!!
No matter how well a game is designed, if the players don't play it by the rules .. or don't really understand the game .. they will most likely loose, and not have fun. Imagin two players and the game of chess. One player "knows strategy".. the other players knows the moves. A player can loose the game but have more captured peices and appear at first to be 'winning' only to find he's checkmated by pawns. As spectators at a team event we don't enjoy the game when one side crushes the other, even when we are routing for that team. When the Teams play each other hard, with good plays and moves, we really enjoy the game better .. win or loose. Of course we savor the victory even more so .. if our team wins a hard fought and down to the wire game.
In all the events I have been involved within AA my observation is that the players 'play' as if the event was FFA or Teams ... i.e. they play as "individual" and not as a 'team'. They play as if their own score and 'stars' mean something .. when in fact in a team play event that means 'nothing' (particualarly when ranking is turned off). What counts is the bottom line .. did you team win or not?
Notice that in these 'team' driven events such as LTS, Equal Power and all the Bomber Events is that a clear "leader" or one that 'takes command' does not develop often, or at all. Note also that when one does try to step up as the 'leader' other pilots of ignorance slam him on the coms with such comments as 'who died and left you in charge?!'.
Can you imagine how much more intense and competitive the events would be if the players understood .. I mean really understood what constitutes winning and loosing? Of course the main objective is to supply all the pilots with 'something interesting to do' as well as Fun Times. Fun, after all is said and done, is what really matters: I suspect all would have much more fun .. even on the loosing side .. if all the players understood the objective and worked together. A leader or two on both sides would really help in co-ordinating to obtain the objective (objective is event game defined). Most Fun Events were disigned for a 'group' effort, and to be fun filled. The problem here is that it is expected the players on each side work as a team .. but alas .. they do not for several reason.
It must be mentioned that many players 'do not read' the instructions .. thus they can't possible know what the 'team objective' is. Keep in mind we are talking about 'team' type events. Recently we have started to see the entire 'event rule set' show up when you click to join an event. Does this help, do folks read the instructions? Some do .. most don't .. and its ez to tell who did not by their questions and behavior during the event. Note this yourself at the next event. (Lets quiz ourself on the rules before we start?).
Working as a team does not take all that much experience as one might think. It does mean the players need to know what the game is, and what the objective of the game is.. then It simply takes a clear lines of communications .. as well as someone(s) stepping up and giving direction. Will they all listen? Of course not. The 'hotdogs' will still do their hotdog thing .. but over time I suspect the 'hotdogs' won't have as much fun as the 'team' is and will eventually 'get it'.
The Line of communication? We have in-game chat .. and frequently that is missed for a host of reasons. Another main communication tool is Team Speak. Note that when the majority of the team is on a mutual team speak and actually working as a team .. the results are awesome. Yet another means of communication is the actual game rules. Yes the rules, read them and much is communicated to you in order to help your team meet the objectives and win the hand. One might also argue that the various Community and Squad Forums are also a means of communication. Forums of course are not in-game and at time-of-action .. but they can relay to players a 'thoght' as well as 'how to' and possible lead them to be better team players. Players might also author "how to win at LTS, etc". These types of strategy discussion bennifit all and make the game a lot more fun I feel.
One could write a book on all this I'm sure, but with AA down right now .. I thought .. 'What the heck' .. lets talk about it. There must be a ton of things I've missed that deserve mention .. other considerations .. other viewpoints.
No matter how well a game is designed, if the players don't play it by the rules .. or don't really understand the game .. they will most likely loose, and not have fun. Imagin two players and the game of chess. One player "knows strategy".. the other players knows the moves. A player can loose the game but have more captured peices and appear at first to be 'winning' only to find he's checkmated by pawns. As spectators at a team event we don't enjoy the game when one side crushes the other, even when we are routing for that team. When the Teams play each other hard, with good plays and moves, we really enjoy the game better .. win or loose. Of course we savor the victory even more so .. if our team wins a hard fought and down to the wire game.
In all the events I have been involved within AA my observation is that the players 'play' as if the event was FFA or Teams ... i.e. they play as "individual" and not as a 'team'. They play as if their own score and 'stars' mean something .. when in fact in a team play event that means 'nothing' (particualarly when ranking is turned off). What counts is the bottom line .. did you team win or not?
Notice that in these 'team' driven events such as LTS, Equal Power and all the Bomber Events is that a clear "leader" or one that 'takes command' does not develop often, or at all. Note also that when one does try to step up as the 'leader' other pilots of ignorance slam him on the coms with such comments as 'who died and left you in charge?!'.
Can you imagine how much more intense and competitive the events would be if the players understood .. I mean really understood what constitutes winning and loosing? Of course the main objective is to supply all the pilots with 'something interesting to do' as well as Fun Times. Fun, after all is said and done, is what really matters: I suspect all would have much more fun .. even on the loosing side .. if all the players understood the objective and worked together. A leader or two on both sides would really help in co-ordinating to obtain the objective (objective is event game defined). Most Fun Events were disigned for a 'group' effort, and to be fun filled. The problem here is that it is expected the players on each side work as a team .. but alas .. they do not for several reason.
It must be mentioned that many players 'do not read' the instructions .. thus they can't possible know what the 'team objective' is. Keep in mind we are talking about 'team' type events. Recently we have started to see the entire 'event rule set' show up when you click to join an event. Does this help, do folks read the instructions? Some do .. most don't .. and its ez to tell who did not by their questions and behavior during the event. Note this yourself at the next event. (Lets quiz ourself on the rules before we start?).
Working as a team does not take all that much experience as one might think. It does mean the players need to know what the game is, and what the objective of the game is.. then It simply takes a clear lines of communications .. as well as someone(s) stepping up and giving direction. Will they all listen? Of course not. The 'hotdogs' will still do their hotdog thing .. but over time I suspect the 'hotdogs' won't have as much fun as the 'team' is and will eventually 'get it'.
The Line of communication? We have in-game chat .. and frequently that is missed for a host of reasons. Another main communication tool is Team Speak. Note that when the majority of the team is on a mutual team speak and actually working as a team .. the results are awesome. Yet another means of communication is the actual game rules. Yes the rules, read them and much is communicated to you in order to help your team meet the objectives and win the hand. One might also argue that the various Community and Squad Forums are also a means of communication. Forums of course are not in-game and at time-of-action .. but they can relay to players a 'thoght' as well as 'how to' and possible lead them to be better team players. Players might also author "how to win at LTS, etc". These types of strategy discussion bennifit all and make the game a lot more fun I feel.
One could write a book on all this I'm sure, but with AA down right now .. I thought .. 'What the heck' .. lets talk about it. There must be a ton of things I've missed that deserve mention .. other considerations .. other viewpoints.