Quote Originally Posted by Montmorency View Post
Fair points, though a little unsatisfying.

We may not have a large enough sample to examine, but in principle I don't expect that these features in isolation would be found to skew the game toward Town victories. Not to a significant extent.

One problem is that it's been 4 years since games were held regularly that this was the norm; it's difficult to remember, especially since in general most people didn't proactively utilize these features where available. Most people didn't PM whether or not there were roles, most people didn't participate (or gave only a limp attempt) after dying, and most didn't use the thread at night (though part of it may have been connected to the overall low post volume of that era's games).

It probably isn't a monocausal relationship, but one shift I lament is the overturning of the activity distribution: in the past, activity would largely be consistent throughout the game (days), with perhaps even a increase toward the endgame - going out with a bang. Nowadays, half or more of all game activity is usually concentrated in the first 2 or 3 rounds, and as time passes one or both sides become too demoralized and exhausted to do beyond the motions.

One thing to note about dead player chat was that it could be useful for Mafia in those non-reveal vanilla-ish setups, commonly associated with 2-3 Mafia even in rather large games. Why did that feature go by the wayside, no reveals and small teams? I often cursed it, but it's odd to see it eliminated.
You're right about games in the past and how they were handled, but times and players have changed - it may very well get more use.

You've got a good point about the change of pacing in the games. In the earlier days people treated D1 as random and the first couple of days were mostly random votes or one liners until someone said enough is enough and the game really kicked into gear. Now the philosophy has changed and people kick into gear in the early game (and exhaust themself for the late game as you say). There is a higher focus on posting and interactions now compared to before and the 'old style' doesn't really work. I'm not sure on the best course of action here besides getting players to limit themself a little d1/d2 in order to have a more healthy endgame but players can play how they like.

No reveals has tended to go the way of the dodo mostly because it doesn't provide any sense of progression for town + leads to player exhaustion as you don't have anything to really grasp onto. There is room for perhaps old style Mafia X games once in a while but I think in general people prefer having results and reveals and knowing what they're up against to some degree.