a multiplayer game of parenting and civilization building
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IIRC Rapa Nui wasted their forests building the statues, and kept building more hoping that that'll somehow fix their problems.
Were there any IRL societies that really failed because they just couldn't afford to exist any longer?
I assert that societies usually collapse due to external black swan events, mismanagement, or social conflicts, and that most resources are either replaceable or practically infinite. And even when a resource really begins to run out, social systems collapse due to rising costs before that happens.
The best two counterexamples I've seen so far (thanks to BlueRock):
Late Bronze Age collapse: one of the possible causes is a "general systems collapse": for economic reasons weapons became too expensive, and states could no longer maintain control over their provinces.
It's an example of a situation where the society fails as an indirect consequence of a resource becoming scarce over time.
Fall of the Western Roman Empire: looks like they were crushed by other tribes because their government was bad at governance and economics.
Joseph Tainter's alternative view is that the Empire's society was too complex for its tech level, the overhead of maintaining it slowly eating away all the spare resources they've got by killing barbarians and taking their stuff.
Another view is that there was no fall, the Roman and Germanic civilizations simply merged together. The government failed, but not the society.
So far my conclusion is that human societies are, uh, resourceful enough to not let resource shortages turn into huge problems, and that coordination problems and external black swan events are much more common.
The most important rules aren't the problem, you don't need to teach those every time. The less important but more numerous pieces of information that are never the same are what you lose with a poor communication system, and their aggregate value is much higher.
Catch-22, you need to already have a school to make a school.
Morti, again, OP's post isn't about new players who don't know how to play, it's about players not knowing the layout and rules of the new town they were just born in.
Besides, lamenting the perceived stupidity of the masses is rarely productive. The whole point of the Stanford prison experiment you mention is that systemic issues should be solved in a systemic way and not blamed on the participants.
Letting your in game kids die due to the "inconvenience" they incur leads to a bad experience, and what's the point of playing the game if you're not playing for the sake of the future generations of players?
You only need one kid to have the next generation.
OP is talking about information like "where do I get water", "where do I put plates for pies", "do we have a leader", "where are the tools", not crafting recipes. Information that one needs to learn every game, not once.
Communication in this game is too costly to try to enforce anything. Try running a busy carrot farm and being able to spam "BOTTOM ROW SEED" enough for every child and wanderer to hear.
And the people you're trying to talk to are busy too and have to either ignore other people or think about every phrase in case it's relevant. The more people there are on the screen, the more time is wasted on digging through noise.
I think any sort of social order will need to be maintained by game systems.
I disagree with the conclusion though. Communication just needs to be more efficient.
Edit: or is that what you mean? I thought you mean that the game should enforce rules like "BOTTOM ROW SEED" with no player input.
Signposts that show overlay on mouse over.
In the example above there are two signposts, but only one of them is projecting labels over tiles because the mouse is on it.
A signpost is a wooden pole with wooden boards on it. Every label is a single board.
To add a label:
take a board
add a writing tool (chalk, charcoal, chisel)
type as if you were just talking
This creates a board with text on it. Next,
take the board
add a piece of rope or a nail
stand on the same tile with the signpost
type again to specify the direction
attach the board to the pole
The direction is a pair of coordinates relative to the signpost. First is east, second is north. From the example above:
SIGNPOST 0 0
TOWN THERE --> 1 0
AUNT ALICE 1 1
DON'T DRAIN FFS -6 1
SEEDING ROW -4 -3
Another tool can be used on the signpost to remove the last board without destroying the text on it.
(Alternatively the coordinates could be in pixels, not tiles, since the game is pixel-perfect. This way you'd have to actually learn how to write, if only once. Probably easier to make art too.)
Better tech = more convenience: cheaper boards and writing tools, more boards fitting on the same pole.
You can vote on this suggestion here.
Karma is generally understood to be a reflection of past actions on future occurances it is in no way vauge like magic.
Right, karma implies that there's a dependency. But it provides zero information about that dependency. Knowing that there's a karma system in the game is useless if you can't somehow guess what exactly this system does. In the context of this discussion we can guess that it's supposed to somehow prevent griefing, but we still have no idea what exactly the given poster wants it to do. Everyone could agree that there needs to be a karma system and have directly opposite or completely unrelated implementations in mind.
My point is, concepts that aren't fictional, like magic or souls, or fully general, like computers, make better metaphors.
(Word, not world, duh.)
So lets also taboo the use of "One Hour" and lets leave the game as "One Life" - no rebirth. Ever. Cause respawning is as vague as reincarnation or maic.
Tabooing a word doesn't affect the game, only the discussion. Your sarcastic suggestion to change the game is in no way related to what I said.
Respawning usually means an event where the player gets a new avatar. Karma and magic are meaningless without additional context.
Thanks for the post, Joriom.
There needs to be a very cheap wall that can be mass produced. Knee-high piles of dirt or something.
It's supposed to be equivalent to a paper wall, a signalling device, or a piece of police tape: doesn't really protect anything from anyone, but breaking it alerts everyone around that something shady is happening/has happened.
Also, creating in-game incentives for people to destroy other villages could help: griefing can't be a problem if the game is balanced around regular players doing the same thing.
Also, can we please taboo the world word "karma"? It's as vague as "magic".
Another option: you always spawn as your own successor. If you don't have any, you spawn as Eve.
That was unnecessarily graphic ._.
It would make sense if any rules that applied to human childbirth and aging also applied to animals. Well, the real animals like wolves and horses that move around, not rabbits.
First, fake player count for each type of animal: the server dynamically decides how many animals of this type are supposed to be alive at this time and spawns new ones if necessary.
Second, sometimes animals still spawn in the wilderness, just like Eves.
Third, sometimes animals spawn as babies. Animals don't wear stuff, so the chances depend solely on that tile's temperature. (Assuming the first idea from that thread is implemented.)
Fourth, breeding animals means they should die regularly too. Aging.
Fifth, animal babies shouldn't "leak" resources, so both human and animal childbirth need a new cost associated with it that'll prevent farming newborns.
Sixth, animal Eves shouldn't leak resources either. Using the same spawn point choice algorithm for both human and animal Eves seems like an interesting constraint.
Personally I would never play this game again on an official server if that happens to me: imagine being forced to do something you don't want in a game by some faceless player. Or best case scenario forbidden to connect again and play your game for another hour.
Switch to another server?
Here, they lose nothing other than the opportunity to wipe out a village.
They lose the time spent growing up and getting a weapon. Don't leave weapons lying around.
Can steel tools be melted?
Maybe their motherhood chance should be weighted by temperature instead?
I like this, it's simple, versatile, and you can still be unaware of how it works.
Having temperature above the optimal means trading food for fertility, that's great.
Babies probably shouldn't spawn if the temperature is near zero.
The temperature the baby previously died at could have effect too. The closer to the mother's current temperature, the higher the chances. Less people will die without clothes, more people will get born and die in exactly the same dedicated warm place.
Edit: should have read the whole thread first D:
BUT: what happens to a brand new player who dies 15 times in one hour? They are "on cooldown" on all 15 servers then, unable to play...
Some ideas:
More servers.
Smaller, cheaper, more limited servers in addition to the main ones.
Local server/tutorial/sandbox.
Ignore them, I guess? Spending an hour dying every four minutes on average seems like an achievement.
A special, usually empty server with no cooldown.
Smaller cooldown for the first week.
Fix it later if it actually ever happens.
I would also be tempted to NOT let babies jump out of arms voluntarily, so your mother could keep you alive, and stuck in your life, as long as she kept catching you.
This, too.
Being aborted might be the only good reason to lift the 60 minute ban.
(A better solution would be giving women more control over childbirth and at the same time making it more costly, so that there's more reason to keep even accidental children.)
I'll have to think about a way to fix that.
A "combat mode" toggle that blocks all feeding attempts, unless stunned or something?
It can also be useful for other things, like handling weapons safely.
Or blocking the doorway.
It can also be visible to other people. Angry face?
That's how the game should have worked from the beginning :0
A simpler version would be banning you from respawning on the same server for 60 minutes after your last spawn. This way you can never meet the same character twice.
For convenience, the client should automatically switch between different servers.
The zombie thing is basically a convenience feature too.
Discussing possible negative consequences is pointless without comparing them to something.
Some towns have had guards on patrol. This has actually occurred in game, and that they wore blue clothes and everything. Not every town, and not everyone has seen it, but it has happened.
Was it a good strategy though? They might have been wasting resources on roleplay, especially since estimating efficiency of security measures is hard.
You do have walls for a reason, to control access. If you're worried about a griefer planting the wrong crop, put walls around the farm fields. Only let the farmer in and out. Post a guard by the door. Tools getting stolen? Do you leave your tools in real life laying on the ground? No. If you did, they would get stolen too! So you put them in a tool shed.
It's most likely already possible for the game to be in a state where there's a walled garden with farmers who just kill everyone who enters on sight. The question is, is that state reachable?
Also, having a guard that kills everyone for breaking the rules isn't enough. (Even assuming that's efficient.) She would also need to educate everyone about the rules before they're broken. I think communication in the game might be too costly right now for something like that to be economically possible.
Murder being the only way to disable someone is a problem. It's irreversible, and you don't want to kill people for small mistakes.
Maybe there needs to be some kind of grapple move that disables both the attacker and the target.
More generally, an ideal solution would make it possible to spend exactly the same amount of time on undoing damage caused by a griefer. Anything better is impossible, because the game isn't smart enough to know what's moral.
I dislike solutions that rely on exactly two players cooperating. They can make the situation better, but they're inelegant crutches that can easily break when other parts of the game change.
Griefers don't team up now because it's less efficient, not because they can't.
Was going to write an effort post, but remembered that no one will seriously read it anyway, so here's a shitty short version.
This is about morality frameworks. The game shouldn't try to enforce one, only humans are smart enough. Instead it should give the players tools like murder that let them enforce their own rules. Players need to a) have these tools, b) know about other players using them. The game still isn't smart enough to figure out which actions are rule enforcement and which aren't, but that's fine, the game can be designed in a way that there's a small list of tools that can be used for rule enforcement and can't be used for anything else. This way it's easy to filter information.