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Voting Etiquette?

Is it deemed acceptable to vote for your own submissions?
Should there be a maximum voting limit per person, round?
Should the option to vote be locked out on your own submissions? (encouraging you to rally/sign up your friends, which might be desirable activity to PCHHQ...)
Would visibility of the individual votes change voting behaviour?

What do people think?
Post edited by Nozcumber on
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Comments

  • Kale Posts: 30Member
    Visibility is an interesting idea. I think we should be allowed to vote for our own entries though. It's sometimes a little weird because I'll want to spend votes on something I like, but worry that I also want to hold some back in case my own entry falls behind. But if we don't allow voting on your own entry I think that will just be terrible frustrating. And it might encourage people to make fake accounts.
  • Werehare Posts: 78Member
    I don't like the idea of voting for your own submissions. It feels cheap. Now that you can buy more puzzle pieces, I'd be interested to see how PCH would react to someone submitting an idea and just paying to boost it's votes.

    I'm not sure I'd disable self-voting (even though it would solve the above problem). I have vote for my own submission once, but in that case it was because I didn't want another submission to win (because it just sounded like a generic arcadey web game as opposed to an actual puzzle) so I voted up my own and other submissions equally. (Kind of a very expensive down-vote.)

    Not sure if the community as a whole would approve of that kind of behaviour or not... Feel free to comment.
  • Nozcumber Posts: 199Enigmanaut
    Werehare said:
    I have vote for my own submission once, but in that case it was because I didn't want another submission to win, so I voted up my own and other submissions equally. (Kind of a very expensive down-vote.)

    Our hosts have more control over the down voting than they may think.  Or they may know, and are pulling the strings.  Is it even a bad thing, if users are spending more puzzle pieces?  I imagine PCHHQ wants that.

    If they are trying to discourage it, then their current strategy to have lots of entries in a round is one way to do it.  For example, the current voting for 9 entries in the ghost game ideas is a 5 vs 4 split.  It's too expensive to vote 4 entries up, just to lower the 1 subjective abomination.  But if the split had been 3 rooms, with less entries per room, then it would have been a more tempting proposition.

    I'm not really sure which ideas I like.  But I do know which ones I don't think will work.  With 2 ways to vote, there's more chance for emergent voting behavoir to occur.  With 1 method it's too expensive to down vote, so I just have to leave it and see how the chips fall.  

    I love this stuff.  The mechanics of the project itself are the really interesting part of PCH to me.  But as a bonus, it turns out the other stuff like drawing garden furniture, is fun too :)       
  • Laura Posts: 152PCH Developer
    Ha, @Nozcumber, that's true... I hadn't explicitly thought about how splitting entries into multiple rooms makes downvoting cheaper, but yeah, that makes sense as one of the reasons why multi-room, multi-round voting gets more people excited and participating.

    Personally I think it's fine for people to vote for their own entries... I like to think that people will vote for the entries they genuinely feel are best, regardless of their source, but it's pretty natural to feel like your own entries are the best ones out there. =P

    Even if a person is really focused on their own entries, if they check out the other entries and consider what they like and what they don't about each, it'll help them get better at making good entries themselves. Splitting the entries into different rooms makes it easier for competitive folk to vote for entries that they like (other than their own), because entries in other rooms aren't in competition with their entry that round. The fact that people can spend multiple votes on multiple entries also helps -- if you like one entry a little and another entry a lot, you can spend a proportionate number of puzzle pieces on each. We also try to have votes with more than one winner wherever possible, to maximize the number of different people's ideas and assets we can accept from every Call.

    Like @Werehare mentions, it's possible for someone to submit an idea and pay to boost its votes. This was something we talked about a lot during the development of the voting system, and we came out of the discussion feeling ok about it. In a lot of ways our "voting" system is more like pledging -- when you spend Puzzle Pieces on an entry, you're pledging those Puzzle Pieces towards the goal of getting that entry through to the next round. If the entry doesn't get enough Puzzle Pieces to go through, it's eliminated and all Puzzle Pieces you spent towards getting it through the round rebound back to you. (When the first round of voting on Ghost Catching ends, everyone who's spent Puzzle Pieces on an entry that gets knocked out of the running will see this in action.) If a truly unpopular entry is poised to win, people can often see it coming in time to do something about it, by mobilizing in support of entries they like. Purchasing Puzzle Pieces is one way to boost an entry's votes, but convincing other people to spend their Puzzle Pieces on an entry is another way to boost it significantly -- especially if you get others excited enough about the entry that they want to get their friends to vote for it as well. In every round where people spend Puzzle Pieces on entries that don't make it through, they get those Puzzle Pieces back, making it easier for them to make their voices heard in a future voting round.
  • Nozcumber Posts: 199Enigmanaut
    Laura said:
    In every round where people spend Puzzle Pieces on entries that don't make it through, they get those Puzzle Pieces back, making it easier for them to make their voices heard in a future voting round.
    Thanks @Laura. I did not know that. Very interesting...I need to think about that that fail/reward structure for a bit.
    Post edited by Nozcumber on
  • Werehare Posts: 78Member
    One wierd thing I've noticed about my own voting is that, given that the puzzle pieces are limited (and especially now that they have been given an explicit monetary value) I actually find myself wanting to save them rather that actually vote. At the moment I'm holding off voting in case the vote naturally goes the way I want in which case using my puzzle pieces would have been 'wasted'.

    Strange huh?

    I just have to remember to check towards the end of voting in order to check how it's all going.

    I'm assuming there is no limit on the number of puzzle pieces you can 'own'? Also (I know it's a bad idea even before finishing the sentence) did anyone consider pieces having a lifespan so that people are encourages to vote rather than saving up in order to swing one specific vote? (I don't think you could really do that given that you can buy pieces but it's just something I was thinking about.)


  • Nozcumber Posts: 199Enigmanaut
    Werehare said:
    I just have to remember to check towards the end of voting in order to check how it's all going.
    Yeah - that's the kicker.  It's nerve-racking, like eBay.  Will it get a last minute spike.  Press refresh. Press refresh. :)  That's why I'd like to see the other votes too - just the winners isn't enough, especially with a last minute flurry possibility.  Or if you just missed the end, doing something more constructive/being at work (both not necessarily mutually exclusive).
  • Laura Posts: 152PCH Developer
    @Werehare, it's funny -- when we first playtested the voting system within Schell Games, people tried lots of different tactics with their voting. Some people definitely went the route of saving up Puzzle Pieces for each end-of-round, to try and affect the outcome of the round with more precision. Just like you guys say, the danger was whether they remembered the round was ending with enough time left to get their votes in! We had some real down-to-the-wire last minute vote entries, and people didn't always remember to cast their votes in time. Holding your votes towards the end can allow you to make a big difference with fewer votes, but it's a risky strategy for this reason.

    There's a lot of variety in how people vote. The social angle can count for a lot, and runs counter to the impulse to hold Puzzle Pieces til the end... it turns out it can also be a powerful move to cast votes early, so the entries you vote on stand out to people as things that other people feel are worth supporting. You can also be more explicit about it and try to rally other people behind a particular entry, in which case it makes even more of a difference to put your money where your mouth is and spend Puzzle Pieces on it straight off. Some people are very strategic in how they vote, and others are much more casual about it -- you get ones who browse around, put votes on the entries that catch their eye, and then don't come back again until the next round. Over time we'll all get a sense of how the different dynamics play out with this particular group of people -- it'll be interesting to see, especially as our little group gets larger.

    Werehare said:
    I'm assuming there is no limit on the number of puzzle pieces you can 'own'? Also (I know it's a bad idea even before finishing the sentence) did anyone consider pieces having a lifespan so that people are encourages to vote rather than saving up in order to swing one specific vote? (I don't think you could really do that given that you can buy pieces but it's just something I was thinking about.)
    Right, there's no limit on the number of Puzzle Pieces you can own. We bounced around ideas for various limitations on Puzzle Pieces... for example, we considered locking rebounded Puzzle Pieces to the voting series in which they were originally spent, so you could only re-spendthem within that voting series (kind of like a lifespan, since they'd expire with the end of the voting series). We also thought about introducing "purse sizes" to limit how many Puzzle Pieces you could have associated with your account at any given time, spending limits on how many Puzzle Pieces you could spend at once, etc.

    When it came time to finalize the system for launch, though, we left out these limitations, since it wasn't clear to us what (if any) problem they would be solving -- they added complexity with no clear benefit. Generally speaking, the more clearly you understand a problem you're trying to solve, the better you can solve it, and we had vague notions of problems we might have but no certainty whether these problems were actual problems / how exactly they'd play out. Exploring ways of limiting Puzzle Piece use made for some interesting thought experiments, though, and gave us ideas to keep in our back pocket for if we do encounter problems.
  • Laura Posts: 152PCH Developer
    Nozcumber said:
    That's why I'd like to see the other votes too - just the winners isn't enough, especially with a last minute flurry possibility.  Or if you just missed the end, doing something more constructive/being at work (both not necessarily mutually exclusive).
    Gotcha. Every entry's page is accessible via permalink, even after voting ends, regardless of whether it won the vote or not. Check out this Gnome Battle Cry, for example (I was rooting for it but it ended up just 2 votes shy!). You can see that the page still isn't functioning quite as intended, though -- there's no indication that the entry was eliminated or even that the voting series it was a part of is over, and the "Back to Room" banner links to the Winners' Circle with no way of getting back to this entry. Our plan is to give people easy access to every entry they've ever voted for via their profile page (coming soon!), but maybe we should include a "see other entries" link on every Winners' Circle page as well, for people to see the entries that did not win.
  • Nozcumber Posts: 199Enigmanaut
    Sounds good, @Laura. Loving the listening and constant improvements from you, @Dave and the PCH team. New forum looks nice too. Keep it up! :)
  • Dave Posts: 90PCH Developer
    There are a lot of changes that are still hidden to you guys - you should be seeing more soon :D
  • Dave Posts: 90PCH Developer
    More of the changes have been pushed out. There's still some flaky stuff but we'll be ironing it out in the coming days :)
  • Laura Posts: 152PCH Developer
    Nozcumber said:
    Sounds good, @Laura. Loving the listening and constant improvements from you, @Dave and the PCH team. New forum looks nice too. Keep it up! :)
    That's good to hear, @Nozcumber -- thanks for all your input, it's been super-useful! Starting out, one of our biggest hopes was to encourage a vocal PCH community, cause there's really no substitute for getting feedback from the people who use the things you make. We might not get everything right on the first try, but as long as you guys are willing to keep letting us know what's working and what's not, we'll get where we want to be. =D
  • Nozcumber Posts: 199Enigmanaut
    From the I concede defeat thread:

    Kale said: I could push Escher's Prison through if I wanted to, but since currently 260 out of the 300 votes are mine, I feel like I'm being a pushy jerk.
    It's sort of a weird feeling to have all these puzzles pieces and feel like using them for what I want is an affront to democracy and the wishes of the community :-P

    Jesse said: You are the picture of grace and good sportsmanship!

    This Beta is a test of the voting system, to see how it works, and it's exploits, so these discussions are only healthy. So interesting question then - is it considered unsportsmanlike to save up your votes to heavily back an entry you believe in?

    I personally pushed through the entry I wanted to support, 'like a jerk' :)
    For other competitions I haven't voted at all, 'cause I'd rather save my voting might for the competitions I do care about. 

    Thoughts? 
    Post edited by Nozcumber on
  • JuryDuty Posts: 44Member

    For clarity, I am going to use the term “member” for non-paying members and “creative director” for paying members.

    As a member, I must say that I dislike this voting system. Because of the advantage creative directors have over members, it makes a member feel feckless with their votes. For example, Kale said that he/she used 260 puzzle pieces to try and push through Escher’s Prison. 260! As a member, I would need to log in 26 straight days to accrue that many puzzle pieces, whereas a creative director can accrue that many in 11 days without logging in. Not only does it make my pieces feel worthless, but it seems like creative directors are using their wealth to push through submissions that they really want to see, particularly their own. Meanwhile, creative directors less invested in that particular vote can wait until they submit something themselves and then force their submission through on that vote. Rinse and repeat. At best, it is a battle amongst creative directors (or so it is perceived from here at least).

    The argument might arise that I should pay if I want to feel better involved. First, I would say that the willingness to put money into PCH does not directly reflect investment in it. There are many reasons that people may want to be involved in PCH but can’t or are unwilling to pay for it. For some, it might just be for a season until they can pay. Even for those who never will pay, it is likely that Schell Games and PCH get more publicity from keeping these members around than they would from driving them off. This follows the idea of the gift economy—the same reason that the film industry did not collapse after VCRs, music sales did not falter after the radio, and why film, movies, software, and game sales have all increased despite file sharing. Studies found that the people who used free versions of those things were the most likely to end up paying for them too because it showed an investment in music, film, gaming, software, etc. An important part of this is offering something extra for people who pay (in this case submission rights). Of course it doesn’t mean that everyone who starts as a member will become a creative director, but historically the benefits have far outweighed the negatives. I would suggest that the key to building the PCH community is not to force a pay or observe dichotomy, which is how this is feeling right now, but a participate or pay-and-participate-further dichotomy (which I think was what was intended by the PCH team). My participation level is this: I can’t submit. I understand and agree that submitting is a paid privilege. I can vote, but it feels worthless. I can play the game/watch the episode, but with only one coming out each month, I’m likely to lose interest and stop following PCH if I have no other means of participation between the releases. I can participate within the forum community, but there are many game-centric forums out there to choose from (and the forums are not exactly active these days anyway).

    I suppose my recommendation would be to nix the puzzle piece advantage for creative directors. If you still want to make sure that members sign in every day for their puzzle pieces, then okay. But knowing that a creative director can completely ignore my vote, even if it doesn’t happen, takes away the pleasure of voting. As someone without a puzzle piece advantage, I also feel like I am wasting my limited resources if I vote for a submission that I think deserves to win but is overmatched to the point that my pieces cannot make any significant difference; yet the irony on the other end is that it can be just one person who is driving that leading submission to victory! It’s like how people do not like the republican or democrat candidates, but won’t vote for an independent because they feel like they are essentially throwing their vote away.

    As a concluding example of the creative director advantage (special thank you to @Kale for being so open about voting):

    Submission                                         Others                                  Owner

    War and Piece                                   57                                           20

    Escher’s Prison                                  40                                           260

     

    Two creative directors were involved in the aquarium room submission, so I can only imagine how many pieces they could use combined to push their submission through. I don’t blame any of them for this, but the system needs to take it into account. I usually find this to be true: If there is a strategy for voting, it is at the expense of democracy.

    Post edited by JuryDuty on
  • JuryDuty Posts: 44Member

    Just wanted to reiterate that I meant what I said: I don't blame anyone for anything that has gone on so far. Some of the examples I used in my post I actually wanted to win anyway, so there are no sour grapes there!

    Like it's been said before, this is a beta voting system. I'm hoping my post is helpful as the PCH team continues to iterate it.

  • Werehare Posts: 78Member
    I'm wondering if the problems we are seeing right now are a side-effect of not yet having a large enough voting population. (We are afterall still in beta.) I get the feeling that, with enough people voting, we would lose the ability to force a vote using stored up pieces (or at least force it as much.) If voting was into the 4-digits (which doesn't seem unlikely) then you'd have less of an effect.

    Having said that, on the subject of people who decide not to pay potentially feeling marginalized: My only comment there is that the Kickstarter funds for PCH will only last a limited amount of time. (I think it was 6 episodes?) and after that point PCH has to be making money. If you make no distinction between paid and non-paid membership then there is no incentive to pay. Granted you may end up with a more involved community but you can have the greatest community in the world, but it doesn't help if PCH has to shut down due to lack of funds.

    Without wanting to dismiss your comments (which are valid), I just wonder what other potential alternatives you/we can think of.

    Personally I think it's way too soon to consider throwing the voting system away. I think it could work, we just need to drag a bunch of friends in and so increase the overall number of puzzle pieces within the PCH economy.
  • JuryDuty Posts: 44Member
    I think a larger community would suppress the problem partially, but not enough to fix the feeling of creative directors being over twice as important as members vote-wise (and that's only if the members log in every day). It might be harder for a creative director to force their vote through, but I imagine it would still leave members feeling like they have little impact to make.

    The problem with voting is that everyone wants to have an equal say or it isn't very satisfactory. Voting and feeling like your vote counted for less than others often leaves negative feelings instead.

    So I do think a more democratic voting system needs to be in place, but I also agree with you @Werehare that perhaps different incentives would need to replace the puzzle piece advantage.

    I do still maintain that the gift economy idea should not be discounted as a driving force for success. All the industries I previously mentioned were scared of the technologies that allowed people to use their products for free, but those technologies ending up being a financial boon despite their ability to produce free material. This was because their material was spread to a larger audience. For example, it's easier for me to get a friend to come and join and participate (and keep participating) if they feel they can be significantly involved, even if it is not fully involved (such as submission rights). Would having submission rights plus the convenience of not having to log in to get your puzzle pieces every day be enough to encourage ponying up for a membership? In this model, I think you will attract more people and keep them here in the PCH community, however I also think it's likely that more people will hang around for free for awhile before eventually deciding to pay up. But if 25% of 500 people are creative directors instead of 50% of 200, you are still making more money. But I don't think the percentages would take such a drastic hit anyway (though I could be wrong). I suppose a survey could be called of all current members to see if they would have signed up under just those benefits.

    Also, I think it would be a good idea to have surveys on the last couple of votes asking for which preferences everyone had, whether they voted, etc. This will give us a good picture of how democratic the votes have been thus far.
  • Nozcumber Posts: 199Enigmanaut
    I agree with good points raised by both of you. I can see how members might feel about power (which I'll elaborate on later, as I think it's not quite so unbalanced) and how, like @JuryDuty says, ALL members are essentially content - as MMOs know - and we want to encourage free players to stay to make the experience richer for everyone. I also agree with @Werehare that many of the symptoms are down to initial low numbers, and the powers that any individuals wield will get less every day as new members join - and there are already thousands of puzzle pieces going into the system every day. I do hope though that no-one gets too upset yet - this is just Beta and these are just useful discussions based on real examples that will only help improve the system going forward.
  • Werehare Posts: 78Member
    I just wanted to add that the number of people who pay in a 'free' system is much lower than 25%. Ubisoft recently said (in relation to creation of a new free-to-play game) that the percentage of people who never buy anything in 'free-to-play' games is over 95% and in those cases the optional extras are still designed to give the buyers a distinct advantage for the duration of the item.

    Again, not intended in any way as a rebuff. I just thought it was an interesting statistic. It could still work, but I think it would only work on a very large scale.

    On a related note there is a website called Yucata which is a fantastic place for playing boardgames online. It is completely free, has no ads, has thousands of players and is supported just by donations. The whole thing is run by just one person and in the 6 months that I've had an account I've seen several messages from the owner politely reminding people that he needs donations in order to keep the thing running... That's a niche site and one guy supporting it in his spare time!

    Anyways, back on topic...

    One thing that does occur to me is that you could perhaps give everyone the opportunity to vote, but members can only pick a fixed number of things to vote in?
    Either that or maybe paying members could maybe pick people from the forums who are making really good contributions and favour them. Each paying member gets one puzzle minion who gets extra privilages? (OK, forget the silly terminology but you get the idea.) Maybe they get more of a taste of what full membership is like so that they are further encouraged to jump in?

    Again though, it almost feels like you are shooting yourself in the foot from a business stand-point. I would have thought that the people who are most frustrated that they can't be involved are the people most likely to buy a membership (as long as they don't, as you pointed out, become alienated... which I suppose is the trick).

    (Oh and seriously... If you like board games then take a look at http://www.yucata.de)
  • underwoods Posts: 3Member
    Two cents from someone who knows nothing about how these matters usually work or "should" work. Please forgive my ignorance. Until now, our family has never been a "paid member" of anything like this on the web.

    I'm a parent of 2 elementary age kids who scour the internet for free interactive kid friendly sites (free because they know I won't pay for them to stare at a screen for hours on something with no educational merit). They've been non-paying members to sites like Poptropica and Animal Jam.  With these sites, if you are not a paying member, you cannot greatly customize your appearance, or wear the coolest costumes, or trade your non-member stuff for cool member stuff. It didn't stop them from playing. At times they feel it's unfair, but then again...only paid members can level the playing field.  So...we don't expect things to feel fair...unless we pay for it.  We just expect things to be fun and safe, which will keep us coming back.

    I have to say, PCH has something unique here that could really be played up.  (Perhaps you already do this...if so, forgive me) Let's say my child is a non-paying member and they're dying to submit their really cool ghost.  I don't want to pay for a yearly membership because who knows if this is a passing fad.  So...I pay for a 24-hour pass, which allows me a paid members' puzzles pieces, and allows me to submit my child's artwork (which, of course, has merit! Any time spent unglued from tech gadgets doing something creative is what a parent loves) and for a small extra fee, I can snag another code that allows me to have "X" number of votes in my pocket for when the actual voting on my child's entry begins.  Fantastic.  I get the experience of being a paid member, and if it goes well, and my kid (or myself(!)) wants to try it again and again, I'll take a hard look at the cost for a year's membership...I'm hooked.  Now....let's say my kid's artwork is not doing well, even with my "banked" votes, or it's doing very well, but it's a nailbiter....I find myself telling grandma or grandpa...or my husband about it...and poof!  Out comes a quick, tiny payment via paypal to nudge that entry.  Is it fair?

    Well, I'm not paying for fair...I've just paid for some fun.

    Perhaps my child's entry, even though it wasn't a winner, is kept, "framed," in a cool "art gallery room" for her to admire and show her friends.  In the end, I've spent a little money for my child to have quality, creative crayon-to-paper inspiration time, and it's on display for all to see.

    So...that's kind of how I see it. Keep it fun, and I'll be less grumbly about what's fair.  Perhaps give me tiny things I can vote on (perhaps things generated from the developers) where I know every person, paid or not, can only submit one vote.  Maybe there are things I can customize on the games themselves, like colors or what I look like (from a set group of choices~ perhaps previous submissions that didn't win in the big episodes, etc) or which creatures I want chasing me in a particular game I play.  Perhaps certain submissions will only allow a maximum number of votes from the same account...others are a free for all where the win goes to the highest sponsor, whatever the cost, however "unfair" it seems to others.  If I understand, at the outset, how it's going to roll, I doubt I'll mind.  Of course, I have no idea what is possible....but those are the "little things" that make me want to keep playing....

    I think an art gallery where past submissions are on display would be fun. Even if I'm not a fully paid member, I can show all my friends my one-time entry in a cool art gallery room. I am therefore reminded of that time I paid to give my kid's (or my own) creative effort a shot at winning.  I send a link to grandma and grandpa to have a look too.....Christmas rolls around and poof(!) I have more "codes" to submit more art and ideas, etc. or even a year's paid membership....




  • Werehare Posts: 78Member
    The idea of a 24 hour pass is interesting. Potentially you could even pay for it using puzzle pieces instead of creating a new type of membership. If they already have a system in place for buying PCH currency then that could be something to take advantage of. Non-subscribed members pay puzzle pieces in order to submit ideas.

    Another variation on this theme would be if you had the ability to gift puzzle pieces then that would also mean a parent can have a single account and multiple kids to have their own accounts. The parent passes out puzzle pieces to the kids when submissions come up. If the parent is a subscriber then these pieces come from their standard pool. If they don't want to subscribe right away then they can top-up at the point where a kid has something they want to submit.

    I also quite like the idea that, if someone has an idea on the forums that they can't submit themselves, someone else could sponsor them by gifting them the puzzle pieces. (Or you use puzzle pieces to buy and gift an entry into a given submission round if you think that people might just spend a load of time begging for pieces on the forum.)
    Post edited by Werehare on
  • Nozcumber Posts: 199Enigmanaut
    I think, buried away somewhere, there is already a cheap, one off, $3 monthly creative director pass.

    Edit: Yep - just press the "Hey cheapskate, become a member!" button to see a 1 month, one-off Paypal button for $2.95 (also that $3 monthly pass earns you approx 30 days x 25 puzzle pieces to vote with, so approx 750)
    Post edited by Nozcumber on
  • JuryDuty Posts: 44Member
    I suppose the question is what experience we are aiming for. I would say that the voting so far has been mostly about getting your own submissions into episodes, having your own moment of excitement and glory. Because as previously discussed, even if people do not have their own submission in one vote, they will save up their pieces in order to dominate a different vote later, one that does have their own submission. If we are aiming toward that privatized experience, then this setup of unequal voting and such makes sense. By all means, let people pay for the privilege. But the focus of the product is the individual, not the community, which seems to skirt the point of a community-sourced game. However, if we are prioritizing making the best episode and game we can collaboratively (which should help to bring people in when they see the episodes), then who is the best judge of that? Is it the creative directors or the community as a whole? It's my opinion that the non paying members should be the balance to the creative directors that submit the work, ensuring that favoritism by a few does not swing the purity of the vote.

    Note that these motives are not mutually exclusive. But if you aim for the privatized get-my-or-my-child's-work-into-the-episode goal, then it will by nature not care as strongly about, or possibly will be blind to, what is best for the episode.

    Oppositely, if you prioritize what makes the best episode, you may still get the joy of eventually getting your work into an episode, but it requires hard work, patience, practice, and a bunch of other good attributes instead of paying for an advantage. I would hope that in such a situation the level of effort required would increase the feeling of success, similar to actually earning a trophy in sports rather than getting one for signing up.

    I do think that encouraging the participation of children is a unique opportunity that PCH has and should take advantage of. If PCH can get parents with children (ala postArgus and his daughter) to be involved together, or even get some progressive classrooms involved in PCH, that could be a huge boon for both the kids and PCH's financial sustainability! I'm digressing here, but perhaps we could market a classroom account for teachers and also take opportunities to encourage kids-only submissions. I think the standard of a good game is something wonderful for children to shoot for as they do it with their parent or classroom, but we would still want to occasionally reward them with being able to see their work in action (and this is only assuming that they are not often getting work into episodes by their own merit; if the children get in anyway, then this point might be moot).

    Back on point.

    Why do we want a community-sourced game? I assume it is so that a community of people can create together, not so that people who have the money can create it. If we wanted a game created by the people with the money, then we would just let the game companies make the games.

    But being able to vote when I have little efficacy is like the loaded gun in writing. If you put a loaded gun in a story, at some point it has to go off. If you give me the ability to vote, it needs to be able to matter. I would rather not be able to vote as a non-paying member than be able to vote but realize what I do is inconsequential.

    So why are we here? Why is PCH here? Let's figure that out first, because that will change a lot of how we go about shaping it from here on out. Money is important; it is what allows us to have PCH to begin with. But I believe in figuring out what your goal is first and then finding a way to fund it. Money should serve the goal, not be allowed to rule it. If you have to give up the goal to be able to fund it, then I suppose the dream was irreconcilable. But I bet enough community creative problem solving would be able to figure out some solution without it coming to that.

    So what are some of the goals of this project? What does the PCH team envision for it? What do we want from it?


    Edited: Re-read the thread and deleted a poor argument that was also poorly written, making it seem like I was suggesting the PCH crew was making PCH out of some motivation of greed. Sorry to any PCH developer who happens to read this. If there were emoticons, I would insert an embarrassed one here.
    Post edited by JuryDuty on
  • JuryDuty Posts: 44Member
    As a disclaimer to my previous post:

    I guess my problem is one of expectations. I completely understand and agree with the idea that you get better privileges if you pay than if you don't pay. But I think a voting advantage is a bad area to try and give that privilege. When people vote, they expect their vote to matter. If I come to the site and see that I can't vote unless I pay, I'm actually more okay with that because my initial expectations are set up that way. In the current setup, I have the negative experience of failed expectations, or of a failed promise (the promise implied that my vote will matter when I am given the right to vote).

    But as I said, how we devise the voting system will depend on what our goals are for PCH.
  • Nozcumber Posts: 199Enigmanaut
    A few of examples of why I don't think it's so imbalanced (but I'm not an economist, so excuse any naivety). 

    Example 1: there are hundreds of creative directors.  Where a single vote has 5 submissions, even if a 'creative director' like myself put all their puzzle pieces into an unpopular entry, all the entries should be receiving x20+ as many as I can put in personally, and in actuality it won't be equal - the best entry will have the lion's share.  I don't think I can personally carry a vote as a single creative director.

    Example 2:  As a 1-on-1 vote (if there were really only 2 people trying to out vote each other, which I don't think is realistic), a creative director won't win the 3rd vote against a member, because of the returning votes system.  This scales for days between votes, but on first vote I'd lose 25 'winning' votes, you'd get back 10.  After a second round of voting, I'd lose my 25 again, you'd get back your 10 (so now on 20).  At the next vote, your 30 beats my 25. 

    Example 3: If all 'creative directors' are really just voting to push their own entries, then we'd be at a stalemate, and it'll be all the members with no submission allegiance to a particular entry that are making the real voting difference.  

    But even if these examples actually held up, I still think it's early days and as the community grows, all individuals will become weaker. 
  • Nozcumber Posts: 199Enigmanaut
    I guess if I was to put my money where my mouth was, I'd pay to create a temporary account, submit a terribleGhost, and back it with all my puzzle pieces (currently 335) to see if I could force it though myself.  Does that experiment have any value?

    [update for the record: I put everything I had on the experiment when round1 started (410 votes).  This was enough to get it through in 3rd place.  Then I put everything I had in the end on it in round2 (150 votes accrued over the 6 days since start of voting) but that wasn't enough for a top 3 place to win.]
    Post edited by Nozcumber on
  • JuryDuty Posts: 44Member
    Example 1: I agree that individuals get weaker when there are more people involved, but I'm not as concerned with that as I am the difference in voting power between the two types of members. I don't know, maybe when enough of them are voting, it will become more balanced. In that case though, the majority of the vote will reflect whatever the creative directors collectively think. So it would be like asking all the creative directors first and foremost what they want, and then letting members be used as tie breakers if necessary. Maybe that's how PCH wants to reward creative directors over members though. Some valid points though, and maybe I'm coming across too strongly.

    Example 2: I agree that this isn't truly realistic. There are way too many variables in play at any one time that this scenario would ignore. For example, I spent all of my 60 puzzle pieces backing the sphinx in round one, leaving me with only the pieces I could muster from daily sign-ins when the sphinx was in round two. Plus there were other votings going on (the rooms) that I chose to then back instead. Meanwhile, it took a lot more pieces to get the sphinx to round two than it did to get the dog butler to round two.

    Example 3: I don't think that all creative directors only vote when they have a submission and only for their own, but invested ones can definitely plot enough to have a substantial change of events occur against the wishes of many others (this is assumption though). To test my theory, we would need some market research, such as a survey asking members who they really wanted to win the last few votes, whether or not they voted, why or why not, what made them limit how much they would vote, etc.  But anyway, even in that hypothetical case, someone could use all of their normal pieces and then purchase more pieces to then claim victory.


    Overall, I think I've painted things a little too black and white at times too, mostly in trying to make points, but still maybe to my detriment. Either way, I've spent a lot of time talking about these things now. I sort of would rather just sit back and see what everyone else thinks at this point. I might be off-base or making too much of a deal over things that will get better when more people come. I just felt like the current set-up, with not as many people voting yet, was discouraging for those not able or willing to pay yet. That fact could get in the way of PCH's growth (if I'm not the only one who feels that way of course!), even if it would later get better naturally.

    So yeah, enough of my type spilled for awhile on this one. I hope to hear more people's opinions, especially curious for the dev team, who I've noticed have kept unusually silent since I started posting on the thread (is that a good or bad sign?).
    Post edited by JuryDuty on
  • Werehare Posts: 78Member

    Yeah. It'd be interesting to hear from the PCH crew.

    Personally I'm still thinking that many of the problems mentioned will be minimized with enough users. Additionally, the balance of subscribers to non subscribers right now is probably weighted far greater towards subscribed than non just because we will have a bunch of Kickstarter backers and people who have been given friend-codes by those backers. I would expect that to drastically change once this thing really takes off.

    Now it could be that these issues may still be a problem later (and even if they aren't I think the conversation has value in it's own right. Being aware of potential problems is never a bad thing.) but right now, I don't think we can really make any definitive statement about how broken or not the voting is. Certainly, changing it before it has really been used 'properly' seems a little rash.

    I did find it interesting that you brought up the concept of trying to vote for 'what is best' for PCH. I admit that I started off with the same thought. I quickly gave up on the idea though. Aside from the fact that my idea of 'best' probably differs greatly to other people, it simply doesn't work when you have any kind of voting. With enough voters you won't get what is 'best', you'll get what is 'popular'. (Or indeed, what was pushed through.) I expect we will inevitably get memes winning votes simply because they capture the attention right now. People will then just complain later (probably on this forum) if it turns out to have been a bad idea.

    The cynic in me really wants to make a political analogy! :D

    The bottom line though is that I put my trust in Schell Games when they created the Kickstarter campaign and now that we are seeing the fruits of that, I trust that they'll create a site that will encourage people to participate rather than alienating them. Even if something insane DOES get voted in. They still have full creative control over the episode and I'm sure they'll figure out a way to make it work.

  • JuryDuty Posts: 44Member
    I agree with you; I do think they will make it work with whatever they are given.

    As for popular vs. best...No matter what you are voting for, what you think is best is going to depend on your values and opinions. I think it's good enough in a community-based game like this where it is just for entertainment for the popular idea to generally equate to what is best. After all, the people voting and the people enjoying are the same. And unlike any political debate, we have the whole community with access to the same forum where the merit of every choice can be argued. I would be fine even if the community votes for a tutu-wearing gorilla as Mr Rollins, as long as its not most people disliking it and an eccentric minority getting it through.
    Post edited by JuryDuty on
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