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- Location:
- Overall the Chateau Louis was a great location for a gaming marathon - no other events going on at the same time, right across the street from a supermarket/convenience store and several restaurants (that accepted foreign credit cards), free hot breakfast, and fairly stable wi-fi (a rarity at most hotels I've stayed at).
- That being said, I'm pretty thoroughly convinced that for its 2nd year C4L wasn't yet ready to move from a house to a hotel. The relatively low # of attendees compared to modern GDQ marathons and lack of a surplus budget carried over from previous events meant that the costs for the event were almost entirely dependent on the final # of attendees. This made it impossible to provide accurate attendance costs far enough in advance, which was unfair for attendees to try plan their budgets around; and also meant that last-minute changes to peoples' attendance plans had major impact on costs. The costs were also quite a bit higher than the GDQs, between fewer people to distribute the hotel costs between and international travel costs for most of the attendees; and cost was almost certainly a factor in some attendees' decisions to drop out.
- The hotel situation also meant we weren't able to afford a common room of some kind separate from the streaming/practice rooms (for casual gaming, eating, & other socializing by attendees that aren't practicing or interested in watching the current run), or any common rooms available before/after the actual marathon dates. This was pretty sorely lacking - after getting to the event I wasn't really sure how to connect with other people (I guess I could have asked the front desk for room #'s based on who was already onsite based on the published arrival times, but in past experiences hotel front desks have not given that out for security reasons). It ended up working out pretty well to have the practice room double as a social room, though I know that caused a couple of incidents of noise from the practice room being loud enough to be picked up by the room mics in the streaming room (which isn't a terrible thing as it shows energy/excitement, as long as it's not distracting the active runner/commentators).
- So in hindsight, I think C4L 2014 would have been better off at a house like Essentia/Denton's (which handled an SGDQ marathon with probably 40+ attendees relatively comfortably and at much lower cost). If the event grows significantly next year a hotel or other public venue should be considered, but if it stays under 40 we should use a community member's house in order to keep costs down. I also agree with the above post that having C4L in the US (especially in a region where JDRF's US-based chapter has a presence) would help lower costs and increase attendance.
- Planning/Communication:
- I got the impression that most of the logistics planning for the event was done privately between Poxnor and the Edmonton locals. That's perfectly fine, though as some of the above posts have stated, public communication about the logistical planning was weak at times (I even had people ask me in April if C4L was still happening!).
- Game Selection/Schedule:
- In the future this can be done more effectively in real time via a Skype IM group or IRC channel (where the event organizers and invited scheduling helpers set a time to meet and go over the submissions and discuss), rather than via forum PMs. Though it ended up being a non-issue due to attendee drops, I think the initial '1 game per runner' policy hurt the fundraising potential of the marathon by sidelining some strong game offerings, and going forward submissions should be judged on their own merits for entertainment value/donation potential, with # of games per runner being one of multiple factors that influence the scheduling decisions.
- In the end I think we had a really solid game/runner lineup at C4L 2014 (my only real nitpicks with the final schedule were covered excellently by Vulajin), though the road to getting there can definitely be less rocky next time.
- Twitch Chat:
- Twitch chat should be enabled, and sub-only mode only used if it actually gets out of control. Having it disabled from the outset negated a lot of the benefit of the stream being promoted on the Twitch front page and on the SRL/SDA team pages - casual viewers that reach the stream through any of those means would never have been made aware that they have to go to a separate site to access chat unless they happened to be there when the host/donation reader mentioned it (since Twitch front page and team pages do not show the stream title unless the viewer actually goes to the stream's own Twitch page, and it wasn't obvious from the visual stream layout).
- Having ran an RPG speedrun event that had over 5000 viewers at one point (the SNES Final Fantasy Relay), I can speak from experience that larger Twitch chats can still be positive places as long as the stream content is engaging and the chat mods active at banning trolls and steering the conversation back from places it doesn't need to go. Using Twitch chat as a tool to promote/hype the marathon also means more potential for ad revenue to funding marathon infrastructure or donate to charity.
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