yuirick:
But, wait, the things you listed are predominant in different styles of media these days... So why would you say they wouldn't work in an RP-platform?
To this point: It's a good question, one that probably most of us don't think about too much explicitly.
Wouldn't one enjoyable thing (movies, TV shows, a popular book) + another enjoyable thing (gaming) = automatically more enjoyable?
Unfortunately no.
One large distinction is passive vs. active participation in what goes on. "Reality" shows are aimed at pleasing viewers, not pleasing the participants. Participants are generally bribed with promises of fame and/or fortune and so suffer through ordeals for the entertainment of the audience. While a show may have a million viewers, most of those viewers probably
wouldn't want to trade places with the people on those shows.
Spectator sports and pseudo-sports are similar. While a viewer might enjoy "imagining" themselves as taking part, the realities of professional sports would be impossible to endure for the majority of people that watch them.
Watching drama and elimination-style programs may be entertaining, but
experiencing drama and
being eliminated aren't normally entertaining.
Another major factor is scripting/direction. Entertainment media is typically scripted or at least directed, it doesn't just work itself out. At the very least it tends to be "creatively edited" to form the huge amount of material into a smaller, cohesive whole. Video games as well -- however many options the game seems to offer, they're all delimited from the get-go, and the designers (probably) didn't
intentionally allow any obviously boring stuff in, at least not without some kind of mitigation.
Books and movies can have any number of unforeseen twists, but there are still writers behind the scenes making it come together. That often includes "bending" the laws of the universe, making changes that retroactively affect the world, and possibly most frequently, tremendous coincidence that works for the narrative.
However that kind of direction doesn't work for most RP games. Players want to make their own decisions that stun the game master, not follow a script and simply provide dialog. That is more "acting," which is similar in some ways to gaming but different. There is almost never an external "audience" to an RP. Watching other people play RPGs is often extremely boring. The people participating in your game *are* the audience.
Then there is the time and effort involved. Depending on the game system, there could be hours of work put into making a character. Games take weeks, months, and if you're lucky years to complete by play by post. You have to consider what other people are doing, post your own reactions, work to keep the story moving day after day, without any simple way to account for real life concerns. It's not programming a Tivo to record a series, or being able to put down and pick up a book at will, and there's no huge pool of actor-wannabees available to replace cast members.
Joining a game or running a game is a commitment. Lots of people can't keep up their participation and games die, typically within 2 weeks. That's an everpresent truth. You will get more interest either as a player or a GM if you have a proven "track record." If you have no track record on RPOL, or your track record is terrible, you will have trouble gaining long-term interest. For that reason, many of us don't even bother applying to games that seem like too much trouble when we come in expecting it will fold within a couple of weeks anyway. Players (and GMs) expect a return on their time investment.
If a player is asked to devote hours/days of their lives to an
individual game, getting invested in the characters, the world and the story, they will likely be highly turned off by any "single elimination" game. They will also be turned off by the prospect of perhaps having the chore of tending to a character they didn't want to play in the first place. A character isn't the same as choosing a shoe or a racecar in Monopoly, there's a lot more to it.
"Thank you for participating in this game over the last few months. Unfortunately your PC died due to uncontrollable circumstances so I'm going to have to ask you to get the heck out of here. No, I realize you
could make a new character because I value your commitment to the game and your writing, but I'm not going to let you do that. Better to get someone in fresh. There's the door. You can hang out and watch as the story unfolds without you ... if you want." Phrasing it this way seems a lot less appealing doesn't it? That's how the idea of player elimination comes across though.
No game has an infinite supply of players clamoring to join. Especially experimental ones. The RPOL reality is that
maybe you can scrape together 5-8 players for an experiment if it's extremely appealing and you're lucky, but you will lose several over time no matter what, and replacements will be hard to come by.