monomods: (dont do the fwickle fwackle)
Monomods ([personal profile] monomods) wrote in [community profile] superhighschoollevelooc2014-08-10 10:50 am
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Feedback Post!

As with last round, we've decided to have a feedback post for round 2! Thank you all once again for participating, and for those of you who didn't get a chance to participate thank you for coming along on this wild and wonderful ride with us anyway. While we're especially looking for feedback from players to see what we can do to improve and upgrade the workings of the game itself, anyone can comment with anything in particular that you noticed. As with last time, the only thing that we require is that you put a name to your critique - to that end, anon commenting is disabled.

There are a few things that we as a mod team are aware of, and things we've been working to change! Those issues and changes are the following:

First of all, you have our sincere apologies for the way a few trials and situations played out this round - there were a few things that were accidentally set up in such a way that was completely unwinnable, and while it was unintentional on our part that doesn't excuse the fact that it was frustrating and unfair to our playerbase. We're sorry, as a lot of that was on us from an organizational standpoint, and we should have implemented changes to our system a lot more firmly than we did, more quickly than we did.

On that note, a few details regarding the way we set up trials have been changed. From here on, there will be no more asking Monobear to conceal crucial evidence, nor will the mods be issuing "saves" from the bear for any reason outside of "We completely screwed up in giving you guys sufficient evidence."

Don't worry, however! We have also changed evidence protocols to streamline the entire process. This is something we received crit on in the last round, and while we had rough patches in this round as well, we've worked out an organizational system that will allow us to see immediately whether a trial is solvable, both with regards to the culprit and figuring out what happened.

From here on, we'll do our best to ensure that there are no more trials that are accidentally unwinnable. Again, you have our apologies, as well as our gratitude for your patience and understanding.

The other things we've been working on improving with this round include:

Increased efficiency and clarity in handing out evidence during investigations: This is something that really came to our attention this round, and we've been trying to improve the way the mods communicate with the players during the investigation in order to prevent confusion or overly-startling "The room is covered in blood" moments.

Improved pacing: The last few weeks of the last round were said to drag quite a bit, and this time we really tried to focus on keeping the energy of the game up. (We would like to add the caveat that while there was a lot of slowdown during the few days before the trial, that was more or less inevitable, because that week is an incredibly busy one on our end while we prepare to roll endgame out.)

Increased player autonomy: We wanted to avoid an overly-scripted game in which the plot was handed to you. As such, we worked toward allowing for more player-induced sidequests, more "rewards" for taking initiative where appropriate, and actually letting the players themselves decide exactly what sort of ending they wanted to the game. (There's another caveat here: the Golden Ending was an option, not a guarantee, and choosing to gun for that ending and not giving up until they got from it everything that they wanted was entirely a player-made decision. They earned the hell out of that Golden Ending, and it was entirely their choice as players to do so.)

If there's anything else you can think of that didn't work, or anything that did work that you particularly liked, we would like to hear from you! All feedback will be read and taken into consideration, though we may not respond to every one or implement all suggested changes. Of course you're free to discuss amongst yourselves, as well, as long as you keep it civil.

Once again, thank you so much for participating in this round of Dangan Roleplay - it's been a pleasure to work with you as a mod team, and we hope that it was as enjoyable to play in as it was to run. You all did so well, guys - thank you all, and hopefully we'll see you again for Round Three!
thejusticewagon: fuck yeah!! (AND DESPAIR!)

[personal profile] thejusticewagon 2014-08-10 03:48 pm (UTC)(link)
OKAY SO I think you guys did a hell of a job and this was an amazing experience. I feel like I should say that you did a very good job of responding to and addressing little issues as they came up within the game (like repetitive evidence and whatnot) and I could definitely see that coming through on my end.

Overall, I think you did a really good job of hammering out the issues people brought up with R1...! I think the only crit-ish suggestion I'd make would be making murder timelines mandatory rather than suggested, because I think that might preemptively help avoid problems that come from you guys and the players being busy. I think the final "standard" investigation/trial turned out pretty well regardless despite the fact that we got hit with a combination of "everyone is busy" and "terrible luck with plurk," but I think having a timeline written up before the universe decided to hate us would have made dealing with some of the last minute stuff less... hectic.

Aside from that, I only have suggestions for some experimental things you might want to mess around with in future rounds! I had a lot of fun being a "witness"/complicating factor in a case, and while I'm not sure how to implement those in future rounds it'd be pretty darn fun to do so. It could be a little helpful with "unwinnable" trials, since I think those could've been mitigated a bit by witness testimony.

I also reeeally liked the sidequest-y stuff like Floor 7 and how many ways we could have things go at the end. I guess my only suggestion on that end would be to have it a little more spread throughout rather than having a lot of it at the end, maybe? I do understand that's a lot of work for you guys, but at the same time I think having little investigations/areas where the cast can make progress on the setting through the weeks could also be a little more manageable for you guys, even?

As more general gushing about stuff I liked, I really liked how you guys utilized the fact that DRRP doesn't operate on standard jamjar logic and stuff that goes on actually affects characters' home worlds and whatnot. It was fun to think of the implications throughout and the fact that it was an actual plot point was fucking awesome imo. The twists were pretty fucking great and I really love how it built off round 1 and kudos to you all for pulling it off.

...and uhh... HMMMM that's all I can think of for now, I might make another comment/edit this if I think of anything else