February 2005
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Sporky McBeard
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Hulbert, Leland
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Jim Purbrick
- DESIGN: Player pyramid Mike Rozak
- On grouping, thoughts Jeff Freeman
- On grouping, thoughts Douglas Goodall
- On grouping, thoughts John Buehler
- On grouping, thoughts Freeman, Jeff
- On grouping, thoughts John Buehler
- On grouping, thoughts Douglas Goodall
- On grouping, thoughts Jason Downs
- On grouping, thoughts Mike Oxford
- On grouping, thoughts Mike "Szii" Oxford
- On grouping, thoughts Peter Harkins
- On grouping, thoughts Freeman, Jeff
- On grouping, thoughts cruise
- On grouping, thoughts John Buehler
- On grouping, thoughts Alex Arnon
- Musings on ad-hoc social connectivity as a realtime meta-game J C Lawrence
I wrote this a long time ago (thing 2002 era) and never really
finished the idea, instead leaving it to languish in my drafts
folder. Oh well.
An idea:
Implement a resource economy which is based on human attention.
Instead of the ability to do a particular activity being primarily
based on character stats (how many Hps?), environmental object
stats (how strong is the tree), or typical available resource
limits (mana etc), instead base it on two factors:
-- The level of support the individual has from others currently
playing who are within a range R where R may be a function of
the remote player's location. Call this "support".
-- The number of players currently viewing the event (ie they
are within visual range and it is determined as thus being
within their active conciousness). Call this "charge".
Support is enssentially analagous to a positive vote. It could also
be extended into supporting negative support (ie vote against).
Charge is analagous to group excitement (tho a poor model).
> l at tree
The tree is big and strong.
> hit tree
Your hand hurts.
> shout I need some help!
120 players enter.
> hit tree
There is a mighty THWACK! and the tree trembles and groans.
Your hand hurts.
> shout Support me!
43 other players lend you their support.
> hit tree
The tree is instantly shattered into matchsticks.
This could be extended in interesting ways:
Penalties and rewards to the activity of committing support.
Basis of political systems (eg "support" directly maps to
political power).
Basis of either flat or hierarchial voting systems, and their
resultant automated resource distribution systems.
--
J C Lawrence
---------(*) Satan, oscillate my metallic sonatas.
claw@kanga.nu He lived as a devil, eh?
http://www.kanga.nu/~claw/ Evil is a name of a foeman, as I live. - More ad-hoc grouping thoughts John Buehler
- [Design] Randomness without Replacement David Kennerly
- More randomness in games Alex Chacha
- More randomness in games David Kennerly
- Focus vs. Scope Mike Rozak
- Bartle receives IGDA "Frist Penguin" Award Koster, Raph
- Bartle receives IGDA "Frist Penguin" Award Richard A. Bartle
- DGN: Mudflation as antibody of a "stain development" HRose
- DGN: Mudflation as antibody of a "stain development" cruise
- DGN: Mudflation as antibody of a "stain development" Bad Mojo
- DGN: Mudflation as antibody of a "stain development" Mike Rozak
- DGN: Mudflation as antibody of a "stain development" Hans-Henrik Staerfeldt
- Attractive Grouping (Was: Focus vs. Scope) Hulbert, Leland
- Attractive Grouping (Was: Focus vs. Scope) olag@ifi.uio.no
- Attractive Grouping (Was: Focus vs. Scope) Hulbert, Leland
- Attractive Grouping (Was: Focus vs. Scope) Adam Spivey
- Attractive Grouping (Was: Focus vs. Scope) Paul McInnes
- Attractive Grouping (Was: Focus vs. Scope) Exar Kun
- Attractive Grouping (Was: Focus vs. Scope) Tasci
- Attractive Grouping (Was: Focus vs. Scope) Kiztent Hatepriest
- [bus] Anarchy Online to serve in-game ads ceo
- Middleware pricing Dana V. Baldwin
- Middleware pricing Alistair Milne