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My comment about no requirements being needed for role-play was in reference to expanded code features. With just emote and the general say/tell communication a player can role-play quite well on their own. .
But to answer your question in more detail, I would have to suggest that for good role-play there are several factors which are advantageous. Excluding commands such as emote/pose, say/tell/talk and think, I would suggest the following:
1. A comprehensive, detailed world with established standards: By standards I refer to everything from historical facts (such as what king ruled before the present monarch, how long and from which dates) to physical standards of the game universe (for example, how materials react with one another, how long organisms including player races might live, technological levels of society, etc.) from which a player may derive an understanding of how their character is to fit into the world. The "we want our players to develop the details of the world" rarely works because ultimately someone has to arbitrate whether or not something can or can not be done. Without an established standard, the risk is always present of inconsistency.
2. Mature, fair, competant, knowledgeable staff: Staff with the maturity to make good decisions and the willingness to remain unbiased by OOC circumstances are something that's in short supply amongst games. Additionally, staff should be competant enough to manage the game without chaos ensuing or without having to "cheat" to keep the game world functioning (such as designing a plot so that it flows without having to force it to proceed as they want via illogical changes to the game world or impossible/improbable reactions to players' actions). Finally, the staff of a game should be well-versed in anything and everything that they're likely to need to know to run the game world in line with the setting (for example, if one's on the staff of a medieval-setting game, they should know what feudalism is and how it functions, etc).
3. Honest, mature, competant, knowledgeable players: Just like staff, the players of a RP MU* should be mature, competant role-players. They should also be honest and not look for ways to exploit bugs or loopholes that they find in the code and world design (classic example from the game I used to play was a twink who, finding a building error linking two distant parts of the game together, proceeded to exploit the mistake by claiming that it was a "shortcut" that trimmed 95% of the distance from the trip and abusing it repeatedly). Finally, while players probably aren't expected to know as much as staff, especially in regard to detailed information unknown to their characters, the players of a game should be well-versed in the setting and any details that are necessary to create a well-rounded character that can fit and function within the game world without any trouble whatsoever.
I would consider that these three things are the most important factors necessary for good role-play. Without them, too many problems pop up from nonsensical plots and behavior to twinkery and bias. I'd wager many a promising game has been undone by the lack of at least one, if not more, of the above.
Also, don't misunderstand me. RPIs are doing very well as far as playerbase numbers are concerned. There are more RPIs open right now than there ever have been and, with the exception of the new ones still establishing themselves, average playerbase size has only increased. The problem, that I stated earlier, is that while more players are coming in, there are some leaving and the ones entering are less knowledgeable about the games and in many cases of poorer quality. Losing two great players but gaining 3 average quality and two poor players might be a positive so far as totals are concerned but it's devastating to playerbase quality.
Thanks for the well-wishes with TSOY. It's a long, difficult road and my staff's been plagued with real-life issues. Additionally, we only recently tossed use of the SoI/Argila RPI Engine in favor of building a new RPI codebase from the ground up. Wading through a decade and a half of mostly uncommented code and unused fragments from earlier versions was a chore to say nothing of transforming a code designed around a medieval setting into one capable of handling an industrial one! Our original projected opening date was some time between 2008 and 2010 and now we don't expect to do so until the middle of the next decade (provided there are no more unexpected and unfortunate problems). However, with new code we believe we can overcome a few of the problems which might have limited what we could achieve with the game.
Take care,
Jason aka Falco
P.S. - Yes, there's a missing comma but there are also two extras in that sentence! It should read (omit parenthesized notes):
"As noted above, for me good grammar (spelling corrected) and spelling matter (comma removed) but I can't really do much about that without spellchecking all says and emotes (comma removed) which, (comma added) frankly, I consider a bit beyond the pale."
I had a professor in grad school who was a nitpicker (thankfully since schools today tend to be lax on the subject) regarding comma usage. ;-P
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