So I purchased a Noman during Sackmas, and liked a lot about it, but feel inclined to give feedback. Apologies for the length of this.
I feel a little awkward commenting on the Noman story, not least because I cannot be sure that it is over and there is still a chance that there is still some content we haven’t seen. That being said, I feel that if I am unsatisfied, I should feedback on why, with said feedback to be listened to or not as FBG pleases. I want to make clear that it isn’t the Noman story in itself that I was unsatisfied with, but rather its mechanisms. Hopefully others will comment on this and let me know if I am alone in my thoughts or if they had a similar impression.
I love the concept of the Noman. I love the mysteries around it and I found its starting text and context enchanting. Thank you, Alexis / FBG, for creating it.
The mortality of the Noman was made very clear from the beginning. What wasn’t clear was the outcome. Was there the possibility of the pet giving a nice financial reward (as it accused players of thinking)? Was there was a possibility that it could turn into a permanent pet (if kept alive long enough or whatever)? Would there be juicy Neath lore oozing from its cold, slushy head? Was it a good story waiting to be told? I felt that any one of those options were possible, purchased a Noman with that in mind, and felt let down on three of those counts. I may have been entirely unjustified in those expectations, but there you go.
The story was good. Intriguing and well worth exploring. It did not feel ‘interactive’, but that isn’t a requirement for a good story.
Financialy, the best reward from the Noman seems to come from prematurely ending it (a rare, but not unique, item worth 312 echoes). All other known outcomes gave less than that. Without going too deep into the math, it was very hard to get what the community would consider a decent rate of return from the Noman. If you place no value on quirks, and had a lot stockpiled, then you could make a nice profit from it. I have no idea how many people were in that camp. Expending a single tear to keep the Noman alive any longer than the two-to-three weeks given would wipe out any possibility of having a positive economic return. I got my Noman Knows to 15 inside 2 weeks through intensive play, but many people could not do that. Overall, I don’t think that the Noman was intended to offer much of a financial reward.
The possibilty of a permanent Noman pet was enticing. If we kept it alive long enough, say to the Feast, or the Flash of light, maybe it would become real? There were reasons for that to look possible. The increasing cost of the Noman could be a way of compensating the early purchasers for having to keep it alive for an extra week. The fact that it could be kept alive for longer, at great expense, implied that there might be a reason to do so. Maybe if I had kept it alive until the flash, or fed it quirks until it hit Noman Knows 20, a permanent pet would come out of it. I gave up feeding it quirks at Noman Knows 18. I stopped grinding tears to keep it going when the feast started - I couldn’t both participate in the feast and feed the Noman. The chance of the flash of light working a miracle was a consideration, but my chances of catching it were minimal and the cost exorbitant. A Noman’s stats are nice, but after the extraordinary generosity of giving everyone Scuttering Squads for Sackmas (thanks for that by the way), the Noman is just not exceptional enough to be worth an investment along the lines of a-third-to-a-half of an overgoat to keep it going to the flash of light.
Lore, well. I didn’t really get much lore out of it. If I had brought it to a premature end I would have gotten a little more, I think, but I’m no more likely to murder my pets for lore than for cash. I won’t feed a spider to my pot plant, I avoid exploding my ferrets and I had no plan to finish off my Noman early. That’s clearly my fault, but the reward for finishing it wasn’t that juicy, lore wise, in my opinion. Not for the significant investment in actions to get that far.
I cannot say what Alexis was attempting when creating the Noman story, but I would guess that it is an investigation into mortality. If it was Alexis’ intent to explore this area then it fell a little short for me. Largely, I think, because I never established any emotional connection with my Noman.
The Noman, by design, had no real personality. While you could let it drain your quirks, it never noticeably changed because of them. There was no impact beyond a few CP of Noman Knows. I never had the feeling that the Noman was changing in any way other than melting. It was less like a short-lived friend and rather like a run-down car that kept needing repairs until it finally gave up the ghost. Some people bond with their cars, I don’t. I have no idea what the breakdown is between groups, but I know that I didn’t feel anything much beyond mild relief and mild disappointment when my Noman finally died.
The Venerable Bede quote on the Noman hover text is about dealing with uncertainty with faith, similar to the Julian of Norwich quote that made up a portion of its parting words, at least for the ending I chose. This was actually the problem with the Noman for me: there was a lot that we were uncertain about, and as far as computer games go, faith isn’t always rewarded as we would like.
Uncertainty makes people act more emotionally than they would do otherwise. I remember playing DDO (Dungeons and Dragons Online, an MMO) a while back, and the upset in the forums due to the lack of feedback from the devs for long periods of time was considerable. Even bad news was a lot more tolerable than silence. FBG are a very, very long way from being as bad as the DDO dev team were at feedback at that point, and I am very grateful for that. In particular I am delighted with the new monthly change summary - thank you very much for giving us that.
I can quite understand why FBG were mostly silent about the Noman, but it didn’t make the uncertainty easier to deal with. The ramp up in cost of maintenance of the Noman in February was unexpected and unwelcome. Was it a nod to the reality of temperature / emotional fluctuations in the Neath, an attempt to clear the Nomen from the decks to make room for the Feast, or a mechanism to sort the wheat from the chaff? Unknown. I was keeping my Noman alive by farming tears from expeditions. About the time when others commented that eyeless skulls were showing up more often from expeditions, I noticed a drop in tears rewarded by my expeditions and an increase in skulls. Did the drop rate change? Was I just lucky before, or unlucky after? The change was again unwelcome as the skulls are a nuisance to get rid of as you have to deal with those Revolutionary gits and they cost a lot of actions to sell. I am pretty sure that the ‘wait until the Moon-misers are properly aligned before starting an expedition’ technique was nerfed. I think it is possible that the opponent progress rate for the slow progress route got faster too. In the absence of knoweldge, we’re left guessing and staring at the entrails of animals in the hope of divining the greater plan. I’m a lousy haruspex, but it feels like expeditions were nerfed. When it looks like the nerf bat is flying, uncharitable thoughts abound. Was the purpose of the Noman just to eat quirks down to reasonable levels, to make future content relevant? Was the Noman a quick-fix to keep the veterans interested and busy until the feast? I don’t know. Probably not. I asked the question though.
I don’t know how many people have Nomen still standing. I would be very interested to know if anything does happen to Nomen at the end of the feast.
What could have been done differently? Well, with the limited resources available to do this, I have to say that I’m glad it was done at all. My complaint is that it was too expensive in terms of actions / echoes for the reward. A similar mechanism but with a quicker resolution or else a cheaper investment in consumables would have helped in my eyes. Even a warning that investing in the Noman would be unlikely to result in any worthwhile financial return, particularly when it came to spending tears, would have been nice. Having a different death scene if it died of natural causes with more than 14 Noman Knows would also have been nice, for those of us not inclined to treat pets as loot pinatas.
From the point of view of effectiveness, I feel that the story hinged on the played establishing emotional attachment to the Noman. If the Noman was to have greater emotional connection, I feel it would have to be more than a blank slate you can’t write on or mannequin you cannot clothe. Having its stats vary depending on what quirks it was fed would have been very interesting (i.e. start out at 1 across the board and have quirks improve relevant stats). This would probably have been impossible to program and may have had balance issues, but would probably have resulted in people caring more for the Noman, even if it never got as far as +7 in any stat. Having the Noman image change with quirk investment / Noman Knows or even Noman’s Friend would again have been interesting and given it a little more personality, although, again, that probably be more difficult to program than it was worth. I don’t have any good ideas.
I realise that this post comes across as being highly critical, and I apologise for that. The Noman was great content and I enjoyed it. I just feel a little underwhelmed after the fact, and wanted to feedback.