Dancer Archive

Thread: A Reason to Perform, Not to Buff

PoetDancer
Sun Aug 28, 2005 5:21 pm
#1




Let's say I decide to log on at 10 AM on a weekday.


What should I be doing as a dancer?


Assuming that there is a Bio Engineer about that is designing a schematic, and they call me for an enhancement, I'll have something I can do. I can give them an enhancement.


The only problem is, the Bio Engineer is calling me for an enhancement. Not a performance.


It is true that in order to give the enhancement, I have to be in a dancing state, and they need to be in a /watching state. But nobody there is under any delusion that I am called upon to do a performance, and the Bio Engineer called me to watch a performance.


If I could just give the Bio Engineer the enhancement without dancing, the Bio Engineer would probably pay me just as well--if not better--than if he or she had to spend time sitting through the performance.


I have something to do as a dancer. Unfortunately, it has nothing to do with performing. But in any event, let's say I give this enhancement.


Now what do I do as a dancer?


I guess I could pick a cantina, and take missions at 1000 credits each. It doesn't even matter if players need a buff, or not. I'll get paid whether a thousand players come in, or no players come in.


But I can pretty much say that the players who come in--if they are going to come in at all--are not there to see a performance. They are there to talk to NPCs.


Perhaps they may stay for a "general buff" that may be nice to have, but they certainly never went there with the intention of watching a performance. They are there for reasons totally unrelated to watching a performance, and could have probably got along just as good without bothering.


So let's say I spent an hour doing this, and made about 10,000 credits. To tell you the truth, I probably could have made even more by launching into space, with the added bonus of receiving items that enhance my ship. I can actually progress in a easily discernable fashion, and provide for future avenues of content through my efforts there.


But after this hour, now what do I do as a dancer?


I'm sure I can plan some fancy themed event, post it on the boards, work to make it special, and hope players will come. Most of the best ones I have seen were never done by dancers, though.


Kyphi Markhara and Keltrien Skycaster were never entertainers, and put on spectacular events on their respective servers. I've always left it up to ones like them to do those sorts of things. And by all means, they should have greater tools to do them. But I fail to see how being a dancer makes me a promoter. If I wanted to be a promoter, I'd be one.


But even if I were a promoter, creating a themed event doesn'tmake me feel like a dancerat 10 AM on a weekday. It just makes me feel like a promoter.


So now what should I be doing as a dancer?


If I were a Doctor, a Teras Kasi Artist, or even a weaponsmith, I could always do productive expressions of my skills, at 10 AM, 4 PM, or 2 AM. No matter how many, or how few players neededmy particular skills, I'd have so many rich, system-driven options at my disposal, that I'd never have to ask myself, "what should I be doing?" I could always have a choice as to what to do.


But more importantly, I'd always have the option to play my own game, instead of facilitating the game of everyone else. There is a reason entertainers are so easy to disrespect, and degrade. And its because players know that we have no meaningful game outside of serving them.


If a Bio Engineer outside of Theed sends me a /tell saying, "can u buff me," what real choice do I have as a dancer but to go? Play in the cantina for ten minutes for 1000 credits?


Somewhere along the line, SOE has to start giving us fun and rewarding things to do as dancers, rather than leaving it to ourselves, and the other players to give us enjoyment, and rewards. Because if I have to pay a fee just to take on the responsibility of making danceamusing for myselfat 10AM, why shouldn't I just buy a pair of Sanshas, and take a ballet class at the local studio at 10AM, instead? Chances are, I'd have a much more rewarding experience, a more rewarding social experience, get in better shape, and actually feel like a performer, for a change.


In short, we need a system game. We need compelling missions with some challenge, and some reward. We need our version of SpyNet NPCs, our own "PvE experience," and perhaps even our own consumables, timesinks, and money sinks. We need to have an interdependent subsystem all to ourselves, that facilitates what we do, and makes sense.


Because giving buffs doesn't make me feel like a performer. Frankly, it makes me feel like a prostitute, hoping they "get off" as soon as possible, so I can get paid, clean myself up, and do something dignified, like running faction missions.

Message Edited by PoetDancer on 08-29-2005 04:04 AM



Madame Sirii Ajaan
August 2003-September 15, 2005
"There is a difference between being /watched and being WATCHED."
Caerwynn
Mon Aug 29, 2005 1:24 am
#2


Excellent and thought provoking post.




Caerwynn (Caerwynn') Royce Grand Master Entertainer and Smuggler
Guild Leader of the Dune Sea Desperadoes. Member of Nebula
Various girls with skills and stuff.

LyteFoot
Mon Aug 29, 2005 6:50 am
#3

I agree we need content. However I'll tell you as a PvE player as well that the content for that gets very repititous and boring as well. It is my friends in my guild that keep me here, not the "go kill another MOB" grind that the developers of SOE have built. The current development team has little to no imagination and sadly made Kashyyk as reptitious as everything else. Even better all new content comes through expansions now so you get to spend even more money to avoid the repitition and get new quests that do nothing new or inivative just get you new loot items to put in some virtual house somewhere.

So although I agree completely I will also say that my friends and the fact that the original developers thought of cool, non-traditional stuff like entertainers is what keeps me here. No other game offers the wealth of non-combat items this game offers.



Elwyn LyteFoot - Corbantis server
Chessack
Mon Aug 29, 2005 7:51 am
#4

I agree we need more content.

But as to your other point... when did anyone other than the few RP-oriented non-entertainers, and other entertainers, ever come to see us for performances? Even with BF, they were coming in for a heal, not a performance. The performance was just, if anything, a cool or unusual way (compared to other games) to get a heal.

So I am not sure what the point is about the "performance" vs. "service" issue, because to just about everyone but some of us, we were providing a service, not a performance that they really wanted to see.

I explained why this is a while ago but it's worth reiterating here. In real life people watch dancers or listen to music for entertainment, as a break from real life. But the game, for players, *is* the entertainment. Players do not need us to entertain them (as players) because they are (presumably) already being entertained by the game (else they would not play it). This makes entertainer the ultimate RP profession... because you're not really entertaining the other player (the game is doing that), but your character is entertaining the other character.

The problem is that most people do not roleplay; they do not think "OK my character would want to get some entertainment now, so that's what I will have him do." Instead they think, "I want Jedi so I will go grind some more." (Or the equivalent.)

So unless we find some way to magically turn all the arcade gamers who play this game into actual roleplayers, I can't see how we will ever make it so players are sending their toons to us for performances, rather than for a service. I'm not saying that I like how it is, mind... I'm just saying, that's how it is.

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
SlickRiptide
Mon Aug 29, 2005 9:35 am
#5

I sympathize with your feelings, PoetDancer. What I'd be interested in seeing, though, is some concrete examples of this content that you're asking for. What can the devs give us that will make us "feel" like we're giving a performance? What tools can they implement in the game that would make other players be so impressed that they'd go out of their way just to see the performance?


How do you represent "talent" in a video game? What activities would you pursue in a video game that would make you feel as if your dancer was pursuing her profession at 10am on a Wednesday?


Let's face it, you have to live within certain limits in a video game. How would a real life dancer spend her time at 10am on a Wednesday? She'd most likely be spending her time in a studio practicing her routines. Maybe just in her bedroom in the case of a cantina dancer. How would she find gigs? She wouldn't walk into the local pub and start doing the rhumba. She'd have to search for open gigs. She'd have to promote herself or use an agent who promoted her. She'd have to audition, coordinate with the band or arrange for music. She'd do a limited engagement and move on to the next venue.


Is any of that fun? Not for the average player. The average player just wants to dance when she feels like it. Would it be fun to "choreograph" the dance by designing a "dance language" that would let you write your own original dance macros? Maybe, but you're acting like a programmer at that point, not like a dancer. Once you get this wonderful dance choreographed, what is it that will bring the audience in to see it?


Why should people take time out from their game playing in order to be your audience if there's no in-game benefit to them for doing so?


Panthu
Mon Aug 29, 2005 9:42 am
#6

OOC RPG players - be they console gamers, MMORPG players, or whatever -all count on the context of their activities for their role play. What we call RPers in here are people who speak in char all the time and perhaps have made a background story for their char or actively participate in story lines with others (which are usually planned OOC). The first gamers count more on immersion from the game itself.


So it stands to reason that if you give those players an immersive game activity that has a gameplay element they understand and desire (challenges, loot, whatever), they'll swallow and repeat any fiction you give them to go along with it as long as it's immersive enough and done well.


So sure, no reason why that couldn't be done with concerts or anything else. Who ever knew you could have leets talking about shopping andthe best storesthe way they do in SWG? Honestly, I think SWG has a rare gift for this. Even with the more recent changes, this game is still the most immersive full world I've ever experienced.






P A N T H U Y GlitterUsagi
M i n d B o d y S p i r i t
Dancer ImageDesigner Doc

Chessack
Mon Aug 29, 2005 10:59 am
#7

Well... lots of players don't give a hoot about context at all, Panth. They are just in it to get the best "stuff", be it stats, weapons, becoming a Jedi because it's "leet", or whatever. Context is totally irrelevent, as is immersion, to such people.

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
LyteFoot
Mon Aug 29, 2005 11:27 am
#8



Chessack wrote:
Well... lots of players don't give a hoot about context at all, Panth. They are just in it to get the best "stuff", be it stats, weapons, becoming a Jedi because it's "leet", or whatever. Context is totally irrelevent, as is immersion, to such people.

C




I think the ones who do not enjoy any immersive content is the minority. Even many of the "leets" still enjoy the immersive elements like the clothes, character appearance, etc. I've had occassions when combat players have stopped and watched as a troup of dancers synchronized especially well. I've seen lots of players enjoy what we do when they actually see it. In fact they often go "WOW". So Sirii's point that there is no mechanic today that entices them to watch us perform is very relevant. I don't know how to fix it though since the current dev team can't even get very original with well understood elements like combat. Their best enhancement was to copy all the other combat systems and really distort the one unique one.



Elwyn LyteFoot - Corbantis server
Panthu
Mon Aug 29, 2005 11:36 am
#9






Chessack wrote:
Well... lots of players don't give a hoot about context at all, Panth. They are just in it to get the best "stuff", be it stats, weapons, becoming a Jedi because it's "leet", or whatever. Context is totally irrelevent, as is immersion, to such people.



I know that's how it seems sometimes, but I really don't think that's the case. I'm married to a player that would rather die than sit down and make up a back story and speak IC... I have a hard time just getting him not to talk about real life in game so he can at least be RP friendly like I am, lol.


There's still a reason why he's playing a Role Playing game though, he's a strategy gamer who likes story driven content and "immersion" into another world. He's been a pen and paper role player ever since I've known him (which is a long time, we went to middle school and up together) and loves all things RPG related: console games, minis, cards, mmorpgs, etc.


I've come to think of it like this: he's the player that used to play MUDs before 3D came along, but he'd never play a MUSH or MUCK - he's the player that will make up a little story for his pen and paper char, but talks about what he's doing instead of saying things as the char -even if the gameplay was killer, he'd never ever in a million years LARP. *shrug* I know a ton of guys just like him.


I don't think it's fair to make these guys out to all be 12 yo boys who would rather be playing an online FPS and accidentally got an MMORPG subscription instead. More importantly though, I just don't think it's helpful for us to think of them like that. Yes, they have other goals and they need the theatrical or themed elements spoon fed to them, but it doesn't mean they aren't receptive to it if it's done well.


I honestly think they crave it. It just can't get in the way of their other goals or then they start resenting it.




P A N T H U Y GlitterUsagi
M i n d B o d y S p i r i t
Dancer ImageDesigner Doc

Chessack
Mon Aug 29, 2005 11:41 am
#10



Panthu wrote:
It just can't get in the way of their other goals or then they start resenting it.




Yes but when the goal is to engage in non-stop grinding and loot-getting without ever having any "down time" like going into a cantina, well... we're kind of at an impasse then aren't we, in terms of an entertainer's role.

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Chessack
Mon Aug 29, 2005 1:16 pm
#11


Panthu wrote:
I think the problem comes from trying to force them to be the source of all of our gameplay or forcing them to have to come to us. If it was just an equally rewarding experience for them, many would come on their own.





Yes, that is all fine in theory, and I agree... in theory.

The problem continues to be, how does one put that into practice? How do we make it an "equally rewarding experience" to go to watch a dancer when many people define fun as the act of getting into in-game combat either with NPCs/Critters (PVE) or other players (PVP)?

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Chessack
Mon Aug 29, 2005 1:42 pm
#12


SlickRiptide wrote:
I may be misunderstanding,but PoetDancer's point seems to be that she(?) doesn't want a game mechanic at all. Look at the title of this thread. She wants an "entertainer game" built into the greater Galaxies game that will do "something" for entertainers that will make us real-life entertainment, so to speak. She wants to have the audience come into the cantina to see HER, not because the audience member want's "Buff X" and any old entertainer who happens to be hanging around will be adequate for his need.




I think you may have just helped me figure out what PoetD has been asking for (and not getting) all along. She wants her performances to be appreciated by, and entertaining to, other players. Whereas I want my character's performance to be appreciated by, and entertaining to, other characters.

Now make no mistake about it, I also hope that the players of those characters have at least a passably good time while their character is being entertained by Dejah, and I take great pride in the many compliments I get from players that I am a good player of a dancer. But it's really about -- or should be about -- our characters interacting with each other.

After all, even though we are rather sloppy about it and say things like "I killed Slick in PVP", we all know what we really mean is that my character killed SlickRiptide's character (and even that was only until he cloned). Now, if I can't actually shoot and kill Slick's character, and a doc can't actually heal a cut on Slick's arm, and a smuggler can't actually hack into Slick's actual at-home PC, then why is it that we expect just one prof -- entertainers -- to affect players rather than characters?

The original implementation of entertainers assumed nothing about the players. All that was assumed was that, after fighting a long time, your character would grow battle-weary, and need to take his mind off of the stress and woes of combat. This character would then go and watch a cantina dancer shake her booty and forget all about his troubles for a while, much he way Bob Hope and the U.S.O. did during all the wars from WW II on. The problem was that the players of these battle-weary troops were not pleased with the downtime as players (the game was not entertaining to them, no matter what it was for their characters) and, since the bulk of players (I am sorry, but this is true) are gamers, not roleplayers (there is a difference), they started to complain about it. And so we have what we have today.

Funnily enough, there are LOTS of non-combat, downtime things that players have to do every single day that, if they perhaps still grumble about them, they accept as "we need it to make the world work." Searching far and wide for that perfect crafted item on a vendor for the right price is one. I have spent whole afternoons combing the server looking for this or that thing. That's major down-time, when I want to be dancing or in combat, but I accept it as the price you pay for having a living, breathing economy. And so does just about everyone else.... except, of course, when it comes to entertainment.



SlickRiptide wrote:
You have what I'll dub "Chessack's Law": The game itself is entertainment. Who needs to waste time in a cantina when you're already being entertained by whatever you're doing? If non-entertainers really wanted to see dance and music performances, they'd be in the cantinas right now saying "Where's the show? Why aren't there any entertainers here?"




Chessack's Law... ROFL.

OK, you can call it that.




SlickRiptide wrote:
A game mechanic, whether it's a penalty like Battle Fatigue or a benefit like an inspiration buff, is neccesary to give those players incentive. Once they have that incentive, then they give us the opportunity to "wow" them with our social skills or our performance skills or both.




This is a key point.

The fact is, all game mechanics are designed to either encourage, or more commonly force, players to act out their characters properly. This is simply and strictly true. The default assumption is that players would NOT act their characters out properly, if you took all restrictions away. That is why we have rules. To force you to play your character "right", in a sense. So, for instance, in D&D, you have to rest every so often. Why? Because it is proper for an adventurer to rest each day (it is exhausting work), and you will see rest in every fantasy book there is (Lord of the Rings, Chronicles of Thomas Convenant, Eye of the World, pick your poison). But the designers of D&D knew that players would not want to bother stopping to rest because it is "down time" and "boring". Yet they also knew it would seriously hamper the immersion if they didn't. So they put in forced rest periods for the players' own good knowing that, in the long run, it would be better. The same was true for encumbrance (without it, players would just laden their PCs down with 10 tons of loot and useful items, which is both unrealistic and allows them to ignore the important tactical and strategic choices that go with, for instance, only being able to carry one type of weapon or shield). In fact, name your rule, it is there to force players to be realistic about their roleplaying experience, because designers know that left to their own devices, players will be entirely unrealistic and, thus, out of character (and often out-of-genre as well).

So.. I don't think it is really useful to lament that there is some game mechanic to dancing, be it buffs or (IMO, much better) BF, or what have you. The fact is that it isn't just entertainment giving you a buff that is a game mechanic forcing people to act more "realistic" and "in character" -- all the rules of an RPG (at least, in theory) are designed to do this. Otherwise, why can't you just pick up any weapon and one-shot kill any creature you want? Well... because that wouldn't be realistic. You have to practice with a weapon, and get better at it (experience points, levels, skill boxes). You have work to find a good weapon, not just materialize it out of thin air (vendor searches, buying from crafters, looting from creatures). I could go on and on... The point is that all games have game mechanics, and I don't really think it is useful to deride their existence. If you don't want game mechanics there are MUSH-like systems out there (called "talkers") where there are no game mechanics and you can just RP whatever you darn well please. I've played them a bit... they're fun for a while and then it gets old.

In the end, there needs to be a mechanic in place for anything you want players to do. Want them to grind Jedi till the banthas come home? Put in a mechanic for them to do it. Want them NOT to grind Jedi? Don't put in a mechanic that allows it. It's very simple, really. And it applies to dancers as well. If you want the players to watch dancers, there needs to be something in the game mechanics that makes going to a dancer matter. Just going "to watch" is not going to appeal to anyone but the few true RPers (people who could play reasonably well in a "talker" MUSH).

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Panthu
Mon Aug 29, 2005 3:27 pm
#13






Chessack wrote:

Yes, that is all fine in theory, and I agree... in theory.

The problem continues to be, how does one put that into practice? How do we make it an "equally rewarding experience" to go to watch a dancer when many people define fun as the act of getting into in-game combat either with NPCs/Critters (PVE) or other players (PVP)?



PvE isn't too hard to imagine. Variations on escort missions could be done with Ent Players instead of NPCs needing guarded. They could body guard you while you performed and be basically a bouncer. The Ent player could give the mission, it could reward in XP, Credits, or Loot on completion.


It doesn't seem like it would be that hard to develop story wise, there are already so many common mission and quest types that could substitute in live players (us) instead of NPCs.


PvP? The Spy thing with getting base times works ok for basic interaction. For long performances? It would have to get back to some kind of area effect buffing - short term, not long term - like they'd have to use it while in range. Probably easy enough to do, but I don't think we'd like that so much.


The Tournament Cantina entry point idea may be a better idea for PvP inclusion. Eventhough it's not directly related to performance, it does support the whole "social hub" idea and take advantage of downtime.It's apretty popular requestand I think it would get us a lot of warm bodies if that's what we're after.


I think most people that talk about it now base it on KotOR, but it's been requested in the combat forums for a long time. The way it worked in KotOR was you went to the back of the Cantina and there were view screens for watching the arena fights. If you talked to the Hutt in the back, you could sign up as a fighter and it would warp you in.


So, Cantinas could kind of be like the beach in GW where you enter and get kicked back after a tournament round, heh. It would still be adding to the social hub and taking advantage of the tournament players' downtime... so not really that far off from the original goals. I mean, people talk on the beach in that game while they wait to go in, why wouldn't they in a cantina?


I think there are lots of ways to take better advantage of people's downtime and giving them some actual uptime rewards with out having to make it feel so forced.






P A N T H U Y GlitterUsagi
M i n d B o d y S p i r i t
Dancer ImageDesigner Doc

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