Before I begin, Aquinas, I just want to clarify something. I believe you have acted with good intentions throughout but I admittedly disagree with some of your decisions. I'm glad you're putting out a robust justification for your actions -- I guess the occasional crappy remarks Moderators in their Inboxes get has made this good practice (!) -- but I worry that you might be getting offended and I want to point out that when I try to constructively criticise your decisions and actions -- not from any superior position I might add -- it is in no way a personal attack.
I could be completely wrong but I still want to hear your viewpoint if I've misread your intentions. I want to understand what made you pursue some things over others and use it to help us put CultPro right.
Aquinas wrote:There have been calls for a reset or partial reset of the game in order to make the geographical arrangement of cultures "make more sense".
I believe I saw some of these traipsing through the threads during the ill-fated Inquisition period. For what it's worth, I believe we cannot entirely impose RL ideas nor presume that continental homogeneity is present there (e.g., look at the Hungarian language compared to its Slavic neighbours). The lack of clean slates is regrettable but solving the cultural problem by nuking the planet is the trivial answer to this perplexing equation.
Aquinas wrote:One of the things that has changed over the years is just how invested individual players are about such a large number of nations besides the one they are playing in (if they are even playing in any nation at all). The interest in the "meta game", if you will, has increased. Today, you will find players have strong opinions not just about what people are doing in their nation, but what people are doing in other nations too - sometimes nations they have never played in or not played in for a long time. Even a nation which has been empty or nearly empty for a long period of time can, all of a sudden, become a focus of controversy.
In some ways this interest in the "meta game" or the "game-beyond-one's-nation" is great because it encourages role-play (especially international RP), a sense of community and communication between players. In other ways, well... there are areas where it is impossible to meet all of the expectations in a fair and practical way. Impossible.
Role Play and -- I would even say -- Moderating are meta plays as they transcend the game engine in terms of policies, but I think strong opinions on other players and cultures are fine
provided they are respectful and not god moding. We've had the Terra Nullis mapping project; we came up with a thread (old forum, I believe) where we came up with a partial Terran ethnic history based on migrations and conquests; War RP was dominated by two major alliances who essentially fought over the loyalties of third nations through various Civil War scenarios... There is a strong contingent of "Internationalist" meta-players if you will.
I emphasise entirely with the impossibility of expectations. A lot of Moderation metapolitik was drawn from threads such as this discussing perceived problems and defining solutions: the 4-day early inactives rule, original 7-day inactives rule, duplication of RL variables... essentially every stick in the Mod board came from such discussions as well as the Rildanor accords and CultPro) and finding the right compromise between OOC fairness and IC sense is a hard tightrope to tread. Pax Cyn was merely a record of such decisions that had previously been passed by word of mouth. A majority is difficult and quoracy is impossible to attain in the game, but if you obtain a quorum of forum goers, you get a quorum of people who invest enough in the metagame to care to help guide policy...
...which is also an apt opportunity to thank everyone again for contributing.
Aquinas wrote:There have been suggestions for introducing different levels and/or different forms of cultural protection for different nations. Since this has been raised, I think it would be worth mentioning some of the background to the
changes introduced in late August. Before then, nations had 4 different cultural statuses: Culturally Void, Culturally Dormant, Culturally Active and Culturally Protected. There seemed to be some ambiguity and confusion about what the precise expectations were for playing in dormant, active and protected nations. More generally, there were complaints that Cultural Protocols were not working and even (wrongly) that Moderation disregarded them.
Due to the confusion surrounding the cultural statuses, we decided there should be only 2 types of status: Culturally Protected and Culturally Open ("Culturally Open" = a more positive-sounding term for the old "Culturally Void" status). This meant some nations were designated as Open, and others which were Culturally Active were required to adopt formal Cultural Protocols. Some nations were also required to adopt Cultural Protocols which were more detailed than the ones they already had, so as to reduce the room for ambiguity and arguments. We also clarified the rules surrounding Culturally Protected nations and what the requirements are for playing in them.
...
There have been calls for more Culturally Open nations. I would point out that we have actually increased the number of these. There had been only 1 left (Lodamun). With the recent changes, this has been increased to 4. Not much, I know, but that does mean an increase from 8 to 32 player spots.
IdioC is absolutely right about the difficulty of selecting nations to make Culturally Open, because something like that can be very sensitve. I won't give details, but I don't mind sharing that our list of nations to designate as Culturally Open got altered several times in the run-up to the reforms being announced, as a result of changing situations within the game. The list we had at the beginning was longer than the list we had by the end.
With regards to the linked thread, I feel I should put on record that I'm glad new rules are being drafted to replace the over-bloated Pax Cyn and acknowledge that my unilateral repeal forced this hand to a certain extent. Pax Cyn turned from a list of protection for players from inconsistent decisions to a list of player demands
without them necessarily understanding the reasons; rather than being a quick record of good governance it became something to be invoked for convenience for its own sake. It took over 4 manhours/day to implement the requirements with several incredibly short-tempered and ungrateful remarks being hurled into the inbox. 16-year-old schoolkid me had the time to invest in that and defuse situations with words. 26-year-old full-time researcher me had no record of the original reasons for the rules (forum had changed) nor the time to bat away a lot of the abuse.
So my advice is this: Keep the reasons next to your rules and keep them short and effective. The forum can act as your
Hansard for the obscure cases to link to the plaintiffs you'll face.
Returning to topic, I can understand the simplification desire and why certain nations were kept permanently "Open" due to the shortage of "Open" nations at the time.
As much as you acknowledge the great difficulty in selection, I have to admit that I perceive the permanent opening of set nations as a mistake, as cultures come and go. Consequently, any great RP creation in Davostan, Kundrati and Lodamun would never be afforded the very protection that other nations could apply for, which -- especially considering not all players are on the forum to see these changes yet are on the game engine to see the existence of CultPros in other countries -- would be perceived as a gross unfairness on players for merely choosing the wrong nation at start-up. Even if there is a facility to mass-message all players in the game, the selection of the nations could only appear arbitrary other than the convenience of the situation when the decision was made to simplify things.
The problem of a lack of "Open" nations is caused by the large number of "Protected" nations with a dearth of players in there (Disclosure again: I happen to be in one), therefore, the solution is not to force the remainder to be "Open" but in line with RL cultural rises and falls, reconsider the conditions under which "Protected" cultures expire through a lack of support. That way, you encourage more to open up over time by an agreed framework, whilst giving players fair chance to invest in their existing cultures if they remain to do so.
Without forcing more permanently "Open" cultures arbitrarily in future against a current protocol, you will not see any new ones open up unless we amend these expiry conditions. Even then, players would likely take to raiding "Protected" nations in groups in frustration to impose a culture and argue strength in numbers.
It's clear you agonised terribly about chosing which nations to throw "Open", but sadly it is only a short term solution to do so.
Aquinas wrote:My view is that if Particracy was ever to introduce some form of multi-tiered approach to cultural protection, like some have suggested, then the requirements involved would need to be clarified very clearly and communicated effectively. Frankly, I'm inclined to think it could be challenging to do, because the array of different systems would lead to confusion and possibly resentment. Simpler rules tend to work best.
...and I willingly concede that the original approach to CultPro was unnecessarily convoluted. Any amendment needs to be understandable but the consensus is that we need the strong deterrant of "Protected" cultures, the relaxed attitude of "Open" nations and yet a middle way is still needed.
This is the challenge this thread has been tasked with by the community's opinion and with the community's help in this thread, we can define this middle way.
More importantly, we can define it in a way that someone can complain about if it's excessively phrased.
Aquinas wrote:The system of cultural protection is less restrictive than some are fearing it is. There is a tremendous amount of role-play you can do in any nation, whether it is Open or Protected... Overall, the requirements of the Cultural Protocols themselves are not that onerous. Party names do not have to be translated into native languages; they can be in English, although they are presumed to be a translation of the native name.
Constitutional titles like the legislature do not have to be in native languages; they can also be in English... The spread of a party's character names is required to take realistic account of a nation's culture, but even here, we are hardly absolute about them. A small number of character names from minorities perhaps not even listed in the Cultural Protocols will be allowed, so long as the broad spread of names is realistic... Nation names are now generally in the native language (sorry Mike!). It was felt that the nation name is one of the key instruments at our disposal to communicate to players that a nation has a particular (non-English) culture. But again, there is flexibility when the language is difficult to translate, and we can make exceptions in response to RP considerations.
The nature of CultPro is that sometimes it can be very restrictive and sometimes it can be lax. The problem is more its restrictiveness in the meta-game you refer to earlier: you can have voided nations populated by no-one, yet a culture that cannot be changed by anyone. Players can develop cultures out of random inspirations but lack the canvasses to do so, because of an idea from up to 10 months ago that someone isn't maintaining. Players can also develop cultures in Open nations, but considering the powers of Protected cultures by contrast, the incentive to do so is merely to build a castle of sand.
As for languages, the different attitudes of different nations justifies a two-tier approach in CultPro. There are some strong attitudes on the issue in this thread which require two options to satisfy.
Aquinas wrote:We are allowed to grant exceptions "where a strong case has been presented", and there have been a few cases where this has happened already.
Of course. It is certainly important these are heard and I'm glad this continues. Investigating issues was one of the most fun, yet time-consuming parts of the job!
Aquinas wrote:The enforcement of Cultural Protocols has been firmer since the changes announced on 26 August. Parties are not reactivated or given early elections if they are not in compliance with the rules. For example, if they are playing in Valruzia (a Polish-themed nation) and their candidates list is filled with English names and their party description contains references to Christianity and America, then they will be asked to make the changes before their request is fulfilled.
It is also true that I have personally been monitoring the game to ensure players - especially those who have just joined non-English nations - know about the rules and are following them. The most awkward situations with players I have experienced have been when a player has already been playing the game for a while and has not followed the rules, but has not been challenged about this before. Usually this is not complying with the Cultural Protocols, but it can be other things as well, like the rules on real-life/ridiculous variables and the rule on English being the language of communication in the game. Since I became a Moderator, I have become increasingly of the view that it is best to "catch them early". If you explain the rules to a player just after they've broken them, they're much more likely to be accepting of that than if the situation has gone on for a long time.
These two points present an unfortunate paradox of sorts. Yes, inconsistencies need checking when requests are made and yes, advising newcomers and nipping problems in the bud is sensible (your assessment of early explanation is spot on), but if a player has been in violation of the Cultural Protocol in a country for a fair while and either the other players aren't taking notice, wilfully permit it, aren't aware of the CultPro or are all inactive, surely it could be argued that pragmatically, this first player's culture is established in the nation -- at least on a regional or minority level --
de facto?
Further to this, to sanction a player who ends up on violation of CultPro after a change in the rules, when they were estabished in the nation prior to the revision, is akin to
retroactive enforcement of a rule as they were in violation before the new law (
per se) was established to make it a violation. This is always highly controversial and often viewed as heavy-handed. Requesting that they move to compliance is fine, but the power doesn't exist to sanction them, just as 16-year-olds who bought cigarettes just before the minimum age rose to 18 can't be retroactively fined (for the act of purchasing them, at least). They may be continuing in a state of violation rather than committing a single act, but if no-one complains and play continues peacefully, that's kinda the point of the rules.
There were certain players who frustrated me at times because they were incredibly adept at finding loopholes -- I'm sure some of you know who I mean -- but I then realised that actually the exceptions help you refine the rules to close the loopholes, then point out other pitholes you can then pre-emptively address. However, you cannot retroactively sanction them (nor can you give in to the large number of people who feel that they perhaps deserved a sanction and willingly suggest their own...) and so they usually get away first time. The consolation is that you then get heavier bricks to launch at copycats with an example to cite.
Aquinas wrote:There is, of course, a positive spiralling effect from this. The players who know about the rules are much more likely to follow them when they move to their next nation, as well as much more likely to help other players understand them and, where it is appropriate, to report violations.
Very true and it is good you are taking the time to inform people.
Aquinas wrote:It will take time for the positive effects of the changes to filter down, but I do believe it is working. Before, we had a situation where players were regularly complaining Cultural Protocols counted for nothing and were not being complied with. After I became a Moderator, I came under great pressure, both on and off the forum, to enforce the Cultural Protocols more vigorously. Players were complaining that most of Terra had become "generic English" and that the Cultural Protocols did not work.
That era is over. If anyone doubts me, go on a tour through the nations of Terra. There has never been a time in the game's history when Cultural Protocols have been as clear, as well understood and as widely adhered to as they are now. If we continue along the present path, I believe we will have a situation where a larger and larger core of players understand the Cultural Protocols and follow them in whichever nation they move to.
It is good that you're responding to concerns but I think this discussion shows that different people expect two different levels of enforcement from the same concept now and I hope you'll stick around to help the community refine that.
Unfortunately a lot of interesting nations are one-party states or vacant and I would argue it better to have 10 Protected actively RP-ed cultures than 30 Protected cultures where 20 countries are dead. Diversity of cultures is good, but as well as seeing current ones in real life, you can also preserve dead ones in a museum when living people take over their space.
I should also add this is a current concern for me. I've returned to help the Jelbic language and culture but there's a shortage of interested people. I hope to revive things through the Terran Tourist Board idea and encourage new players, but if that fails, how can I fairly maintain a one-person idea?
Aquinas wrote:But my view is not the only one that is important here. I do put time and effort into making sure Cultural Protocols and other rules are being followed. It's far from the most enjoyable way I could be spending my time, but I have been doing it out of a sense of duty, because I believed it was necessary to restore confidence in the Cultural Protocols and that it was what the community wanted. If anyone thinks it would be best if I ceased doing this, then I would ask them, if they have not done so already, to tell me so - either here or in private. I do not want to be spending time doing all of this if that is not wanted.
There is probably no perfect answer to the challenges facing the game. Whatever we do, not everybody is going to be happy. The beleaguered thought going through my mind right now is that I have totally worked my butt off and done my best to deliver what I was asked to deliver, and yet still nobody is satisfied! But I've been around long enough to know that was always going to be the case, so I can't complain.
I'm sure your effort is appreciated and we certainly need awareness and confidence in the protocols. If we add a third middle option to the Protocol, it gives the community the choice and would be easy to relay due to your work explaining the difference between Protected and Open nations. Things always evolve. Strangely, the sudden surge of critical opinion that we can harness to refine things probably only came about because of you taking the effort to change things and simplify an idea that was flawed in its execution. As the original architect, I want to put this right by chairing this discussion and finding the right way, at least for this era's opinions.
It'll evolve, it'll change and this discussion will just fade into distant memory as another point is raised to suggest amendment; such is legislation. Hopefully, if we get it right, it'll reduce the amount of time you need to spend enforcing it, too!
If we derive an improved formula for this, you'll have kick-started the process to make it better by raising awareness and understanding in simplifying it at taking the time to communicate it. Give me any opinion poll on policy from my days with the eyeball as you'd be lucky to have any go over 50% for a single option; you can't please everyone.
Sure, it's not the same as having people actively laud your decisions as a Moderator, but then people seldom take the time to appreciate the good decisions as they're busy playing now the issues are resolved. In a way, a quiet inbox is the closest to praise a Moderator ever gets, because if you've got everything right, nothing extraordinary needs doing and everyone's happy playing.
It can be thankless and even worse. I actually had demands made during certain periods of my Moderatorship and even when I explained I had a lack of time to undertake something for OOC reasons -- even to delay it by a day or two -- have received terrible replies to the effect that people didn't give a shit and that, as a Moderator, I should do it anyway regardless, of it being my voluntary contribution mucking out the stable. If the playing community saw the sometimes despicable stuff Moderators receive, it would open a lot of eyes.
Trust me, you're doing fine.
Aquinas wrote:The rules as they stand now are a best effort, not a miracle solution. They are not set in stone and there could end up being changes. To be honest, when I was working on the new rules, I had a sense that I was unleashing something significant and that I did not know for sure where the end point of the journey would be, but that the general direction upon which we were embarking was the right one. This reflects even in the title of the rules. It was called "Rules of the Game (interim version)". Another document, the "Game Rules", was (and is) meant to come later.
There is never a final version and I never expect any rule I see in this game to be immune to future refinement. Opinions shift just like the nine issues in Particracy nations. Release what you can enforce and you'll not have the mistakes Pax Cyn made.
Aquinas wrote:My last word will be about the Culturally Open nations and the English majority nations. I know they're not fashionable amongst some of us, but we do need them. Many players very understandably prefer to play in a nation with a culture similar to their own, and this means we need for these nations to be available to them. It is also my belief and my experience that to some extent, the success of the development of the non-English nations depends upon there being English nations available. The desire to play in a nation with a different culture so often comes after having first played in an English nation for a long time and then developing a curiosity to try something new. I know; I was one of those players.
I'm fairly sure most of us did (I started in an anglophone Pontesi but was working with Aloria). My problem wasn't so much with them being Anglophone, but more that they were always Republics with Presidents and Senates. We need some but several nations were reverted from creative ideas to these ideas and we lamented it heavily on the forum. The original iteration of CultPro certainly lined up against these and I agree that this nuance -- although I think you have already -- certainly needs to be dropped.
Doc wrote:Who knows? Maybe someday people will not remember the day before there were CPs, and they will seem as natural in their place as they don't seem today to some of us.
I certainly remember the days prior to CultPros and the cultural issues of the era were typified by two major problems. First, the destruction of an RP culture by absolute non-descript variables; Second, the domination of a nation -- cultured or generic -- with a new culture via mass invasion of parties. To my mind, herein lies the crux of the matter (and indeed one your opt-in/opt-out suggestion would address): Some love Cultural Protocols for their absolute protection, some revile them for the ability to impose on other players who may have been there before.
The error of my early days was in not seeing the latter point of view in a drive for more interesting cultures and presuming that the attitudes to Cultural development were binary opposites. This poll shows me that we indeed need a middle ground as well.
If the lessons of this past be e'er forgotten, spout the above at them.