Re: The Best IC Leaders - Today
Well, we can probably all agree on how Render put it:
[...] a good leader job requires kompromise & dedikation & aktivity.
And this won't and shouldn't change regardless of any possible changes. The question is how MUCH dedication & activity it needs. And here, too, most agree that it is TOO MUCH.
Where are the good leaders gone, and how can we either get them back, or help create new ones.
Here some might differ but in my humble opinion a good leader does NOT strife for autocratic leadership and micromanaging every single building of every player in the family. Good leadership strifes to empower the players in the family to understand the game and get things done themselves. Everything else gets boring, becomes a hassle or much too time consuming... and players and good leaders leave or aren't willing to do the job anymore or get semi-active (or semi-inactive).
The problem: As of now the mechanics and game strats favour extremely close family coordination. 'I like Pie' has described it well enough:
(Source: Role Specialization)
Without sounding unfairly critical, my current family in MW is very dependent on me as the leader to coordinate planet trades, infra jumps, fleet ratios, and pretty much just telling everybody what to do. This sucks because 1) it's quite a bit of tedious and mindless work but more importantly 2) it enables people to be lazy.I can't entirely blame any one of my family members for losing interest because if somebody else needs to take charge to coordinate such formulaic strategies, what is really left for them to do? At best you'll get a few people interested in spread expansion strategies or war planning, but really so much of the game is logging in, saying "what are you building?" and then just coordinating aid to get people to a specific OB%. It's incredibly boring, and places too much responsibility on too few players.
Torqez used a word in another thread that I very much liked: "empower". I think if we could find a way to further empower individual empires we could make a more rewarding experience for current players and new players alike. That translates very directly into more competition, and therefore a livlier game.
Or PICKLE ARMY:
(source):
[...] This game can get pretty boring just doing whatever the leader tells you to do and not really having control of your own empire and just logging in like a drone. Not really the leaders fault either... if you want to be competitive that is what you have to do.[...]
So there are well described problems and somehow most of them strongly point to that IC has gone into a dead end because specialisation has become an exaggerated imperative.
The other extreme is hardcore rounds with 1-player families.
Both extremes are interesting for some players but obviously not for a big enough crowd to call it a massive multiplayer online game, so the art (and an art it is) is to find the middle ground between too high specialisation on the one hand and a game for lone wolves only on the other hand.
And there were and are quite many suggestions how to tackle this problem and to get IC back on track.