a multiplayer game of parenting and civilization building
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Also from the session I played with my daughter:
During our game, a black man and woman came into our town, and after hanging out a little, the man started killing people.
We couldn’t tell whether or not they were both in on it, because the woman seemed freaked out too, but because of the language barrier, we had no choice but to treat them both as enemies.
My daughter and I haven’t played in over a year.
When I told her about the legacy chain she was excited and we played again yesterday.
When we died before old age and couldn’t get into the legacy chain (or couldn’t figure out how to get into it) she lost interest again.
It's nowhere near as artificial as the "no solo kill" changes.
It's a simulation of the actual consequences for those actions, consequences which the game can't organically model.
And I'm not personally crying if a briefer has an artificial experience of the game, not that I agree that's what it would be.
Legislative, etc, consequences aren't "real-life" in the context of small hunter-gathering societies. I'm talking about what's realistic for societies at that stage.
The world does whatever Jason wants it to do; he could make resources and animals spawn differently based on proximity to certain people--and then make them spawn normally again if those people make contact with others.
And the whole point is to have *no one* near the cursed person, because part of their punishment is to be far, far away from others.
Make murderers spawn really far away and make their conditions harsher, it explicitly does not make the game harder for *anyone but them*.
I think the game should model more of the real-life consequences for killing people, rather than introducing oddly artificial constraints like "no solo kills."
If you live in a hunter-gatherer society, and you kill off all your tribespeople, you are going to lose all of your own protection against the elements, and you will lose much of your protection from the animals, and you'll also lose all the people who could help you feed yourself--and while it might seem a small thing to mention, it's also true, that without anyone around you'll get incredibly lonely.
Because of the nature of this game, those consequences will never occur organically; if you kill everyone, they're just going to respawn--and when you die, you're going to respawn near them--so you have an endless supply of victims AND people to talk to.
So I think the game itself should become harder for people who get cursed:
- They should spawn as barren eves, far from any population centers.
- Harmful animals should appear around them more often.
- Life-sustaining resources should be harder to find.
- They should be informed that life is harder when you're cursed, and things will get better when the curse wears off.
In real life, if you go on a mass murder spree while living in a tiny tribe, your life will get exponentially more difficult, and you'll have no one to talk to.
Just so, in this game, the consequences of going on a mass murder spree should be that your life gets exponentially harder and you have no one to talk to.
Okay here's a less gruesome suggestion: a sacrificial rite of some sort, just not human sacrifice.
For example, a food sacrifice. Every player is responsible for bringing one item of food that is put in a central location. Celebration ensues, and at the end of the celebration the food is burned.
Not sure if the game allows food to be burned. But communal sacrifice is a well-established way of bonding a community.
Maslow's triangle is about the needs of the individual, not about how those needs are met. The triangle implies the necessity of cooperation when given any serious thought.
Look, why would this game exist if Jason just wanted it to be played like any other game?
It's stated right up front: the game's about cooperation and child-rearing.
If Jason's designed it right, and you're having trouble with the game, it's because you're not putting enough effort into cooperation and child-rearing.
And if those are indeed the priorities of the designer, neglecting the necessity of in-game communication will be entirely the least successful way to play.
Well, despite being all brash-assertion-y, I'm open to rebuttal.
If you don't think cooperative focus is the *ne plus ultra*, I'd like to hear your reasoning.
But you couldn't do it every ten years. There would have to be one every year. Anyone who lived a whole lifetime would have to be guaranteed to see at least one murder.
Aurora's Eve. Let's do it.
Only half kidding.
@breezeknight you may be missing the point.
This is not a game-modification suggestion. I am asking for nothing to change about the game itself. This suggestion does not belong on a "requested features" list.
I am suggesting a cooperative activity that people who are serious about civilization building may need to consciously foster.
Ritualized sacrifice would certainly keep people interested, if only to protest it.
It gives me chills, but think about how it worked in old civilizations: the person chosen for the sacrifice was treated like royalty for days and days, got a really lavish lifestyle and was celebrated like a rockstar. And then they were killed.
What would it be like to be born into a civilization and learn that you were the chosen sacrifice? To get a big celebration in your honor before you were killed?
How much coordination would it take between players to select a single sacrifice that the entire community agreed on? How much cooperation to agree on who gets to do the killing, and how?
It's kind of appalling, but it might actually be a brilliant idea. It flat-out *would not be possible* without the implementation of a social heriarchy.
You may be joking but that's not necessarily a bad idea, at least for early civilizations.
It could unite the griefers and the turtlers.
I can't track down the source of the quote, I got it from an old Aztec Ace comic, but there's a concept that goes something like "the only way for a society to prevent murder is by ritualized murder".
I am forming a theory that a sustainable civilization must have celebratory rituals.
There is much discussion over the difficulty of the game, and how it makes the game less enjoyable.
But a real civilization does not expect to be entertained by its chores.
This is the topic I propose: how to form and perpetuate celebratory rituals, and what are some good ideas for them?
The game is about survival strategies, and how cooperation can maximize the chances of survival. Period.
Decay makes this more vital than it's ever been before.
Being a new player or an experienced player doesn't matter. Pulling rank like that is a trap that makes the game harder.
In fact it is essential that the cooperation of the experienced player and the new player be as positive and efficient as possible.
What's more the question of the game's difficulty can't be the main focus. The obligation to create sustained culture and sustained civilization is inherently a question of fun.
You know another thing civilizations do to survive? Celebratory rituals. There is a time to work and a time to have fun.
And when it's time to have fun, everyone has fun together.
And the fun doesn't come from doing the work, the fun comes from enjoying the fruits of the work with other people.
This is how real civilizations work, and it's the only way OHOL civilizatons can work.
The game lives or dies on childrearing. The difficulty of the game is irrelevant. If childrearing is seen as a labor and not an opportunity, civilizations will never survive. The opporunity is not just training in crafting, it's training in fun.
Okay I might be being a jerk by making big pronouncements on a game I only just started playing but hell with it, I've had plenty of experience with the frustrations of the game, so here's my take:
This is a unique game. It's not Minecraft. Get Minecraft out of your head firmly and resolutely, by which I mean this:
The concept that everyone has to know every crafting formula has to die, and it has to be burned with fire. That's a Minecraft mindset. It's death in OHOL.
Jason has made a game in which success depends on the same thing it depends on in actual civilizations: specialization. What's going to have to happen is that players specialize and hand down to each other only the crafting formulas most necessary to their specialization. For someone whose whole life is going to be spent farming to learn how to make steel walls is ludicrous.
The game is difficult to the extent that players aren't grasping the kind of play the game requires. This game purposefully punishes players for trying to have everyone learn every formula on their own.
Jason's smart and he's crafted the gameplay so that it requires very specific strategies for survival. And it looks to me like the strategies it requires are the same strategies real civilizations actually require.
Okay folks this is quite obviously the main thing that's going to happen on these forums, and it's going to have a powerful effect on the game, probably forever.
The argument over what to do with babies is *the* fulcrum on which the game turns. I started off advocating that babies kill themselves, and my thinking is turning around.
Listen, we have to be absolutely clear on this, and it seems counterintuitive, but it is absolutely true: the measure of the success of a civilization is how well it keeps its weakest members alive. Even more than that, how well it keeps its most incompetent members alive.
Killing a baby because the player isn't meeting your own ideas of what a good player is makes *you* weak, makes the *civilization* weak, and makes the *game* weak. Great civilizations ensure the survival of their most capable *and* their least.
And the decision and commitment to sustaining that kind of civilization is going to form here on these forums. In this kind of discussion.
Hi guys, only been playing a couple days, but a couple things are obvious to me.
This game is going to sink or swim based on its players, not on Jason. This is very serious.
For the game to survive it's going to rely on dedicated players building, maintaining, and defending a culture of cooperation.
Let's put it this way: a good civilization needs good mothers. The emphasis on child-rearing is there in the game but not quite there in the players. Of the many many many times I've spawned, I've only once had a mother who did anything more for me than raise me out of childhood. Only once had a mother who tried to tell me "here's how you do this, here's how you do that."
For people who know what they're doing, it may seem like giving training to babies that might be experienced players is silly. But ultimately that training is not going to be about simple crafting and survival training.
Ultimately that training is going to be about culture.
For civilizations to survive is going to take a culture of cooperation, where efforts are not duplicated and no one's time is wasted. And that's going to require specialization of tasks, and that's going to require a system of communication that has nothing to do with the game's inherent UI, and that system of cooperation will probably vary from civilization to civilization, and newborns, no matter their experience level, will need to be taught the customs of the civilization they spawn into.
How is food collected and distributed? How is defense coordinated, how are weapons distributed, how are tasks assigned? How do we ensure the most efficient training of young in the latest and most necessary crafting skills? For a society as a whole to progress quickly, we can't have everybody trying to learn every recipe. We can't have people all making their own baskets, or clothes, or knives.
To accomplish coordination in these matters is going to require the development and continuation of actual civilizations with actual customs and an actual process for dividing tasks and an actual culture of childrearing that passes on those customs and processes to the newborn.
And players are failing at this ridiculously. Even in the most sophisticated settlements I've been born into, when I was old enough to ask "what do I do" the only answer I got was "help."
That's what's unsustainable, not any mechanism in the game.
For a truly great civilization, when a baby is born its mother will not just raise it, but try to find out what tasks it wants to do or learn, and help it find the person coordinating those tasks, and teach it the etiquette by which that particluar civilization assures that resources are equitably shared. A civlization lives and dies on cooperation. And cooperation lives and dies on childrearing, on the mother educating the young--even if they're experienced players--on how that particular civilization gets things done.
Developing and maintaining cultures will be the key to enjoying this game and helping newcomers quickly realize the massive potential and fun of the game. And that's not on Jason. That's on us.
Only in my most recent incarnation have I made an effort to create some organized cooperation in the crowd that I was born into. When I was old enough to talk I said "farm," indicating I knew how to farm, and then I started suggesting to a nearby person that we split tasks, with him getting water and me keeping the fields fertilized. But basically all I could say at that age was "I farm" and "you get water."
His reaction? He said "dumb bitch" and shot me with an arrow. This is a person who was otherwise helping the town grow. The mere suggestion of coordinated effort got me ruthlessly killed. And where was my mother? She was off doing things on her own, just like everybody else, trying to willy-nilly build a settlement by just hoping that everybody doing everything on their own would somehow build something lasting. Feh.
What lasts is culture. Create culture, and pass it down through child-rearing, or perish.
And not just perish in-game, but also in retention of new players. And thus, ultimately, perishes the game itself.
What's milkweed for? Sorry for noob questions.
Hm I wonder if you can transplant them then, maybe with a clay pot or something...
how do you plant cactus?
The first line of my post is: the only way to stay alive is if your mother has found a sustainable way to live.
I would stay alive near any mom that has a carrot farm.
Even a mom that just has a basket.
But the uber-goal is to be of help to humanity as a whole, and to do that, ultimately, we have to consolidate the population around successful settlements as much as possible.
Look at it this way:
-if moms without camps are going to die *most* of the time
-and therefore their babies will die *most* of the time
-killing yourself instantly, when you'd just die anyway, saves everyone time
Until you find a mother with a stable place to live, killing yourself is merely taking a shortcut through the process that's going to happen anyway.
That said, it also gets boring AF so I don't strictly play this way.
I have only stayed alive to maturity in two ways: being born into a town, and being born to a very experienced player who can keep me alive.
When I spawn as an adult, I have never kept a baby alive to maturity.
Adults need to let babies die until the adults can sustain themselves.
I was just part of a two-person farm that was self-sustaining until CONNECTION LOST!!
Funny thing is I was next spawned to a woman whose first words to me were "F___ This connection lost B____S____."
I agree mom!
The only way to stay alive is if your mother has found a sustainable way to live.
So if you are not born in a town, run away from your mother as fast as you can and kill yourself.
Your mother's life is more important than yours UNLESS you are in a town.
If your mother tries to keep you both alive without a town, you will both die.
BABIES MUST KILL THEMSELVES ASAP UNTIL GROWNUPS CAN MAKE TOWNS.
Once there are enough towns, babies won't have to kill themselves.
Until then the only thing Babies can do to help civilization advance is DIE ASAP.
Hi guys,
How do I talk?
This forum has a problem, in that I search "how to talk" and none of the top posts seem useful.
I know this is like the newb-iest of newb questions, but it's extremely frustrating to have no guide to how to do very simple things.
This worked for me with one caveat: I can only run the game by clicking on the executable from inside the folder found by selecting "Open Package Contents".
Clicking on the App icon inside the normal folder still quits without warning.
When I click on the file inside the Package Contents, it first opens a Terminal window and does a bunch of stuff and then launches the app.
I've made this easier for myself by creating a shortcut to the executable inside the Package Contents, and putting that shortcut (alias) in the main folder next to the app icon.
On first launch, the program automatically quits after getting this message:
"One Hour One Life" is not optimized for your Mac.
This app needs to be updated by its developer to ensure compatibility."
The warning makes it seem like the app will run, just not optimally. Not the case--the app refuses to run at all.
Well, not "at all"--the application icon does the bouncy thing, but then it quits immediately after stopping bouncing.
Perhaps the most frustrating thing is that it never again has shown me the error message--after showing it to me the first time, OSX has never shown it to me again.
I'm trying to install on VirtualBox Ubuntu now, but it would be great if I could find a way to run it on my Mac natively.
I saw the info about the headache the Mac OS has become, and I'm sorry for the headache. Is there any trick for running it natively?
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