If I recall correctly, Space Alert was not a subgame in the sense that it
was created via a mechanism designed for subgame creation. Rather, the game
itself was directly codified in the ruleset.


On Mon, Dec 16, 2013 at 2:54 PM, Jonatan Kilhamn
<[email protected]>wrote:

> On 16 December 2013 20:08, Kerim Aydin <[email protected]> wrote:
> >
> >
> > On Mon, 16 Dec 2013, Jonatan Kilhamn wrote:
> > > On 16 December 2013 00:31, Michael Norrish <
> [email protected]> wrote:
> > >       On 16/12/13 10:28, Tanner Swett wrote:
> > >       > On Dec 15, 2013, at 5:21 PM, Aaron Goldfein wrote:
> > >       > What I'd really like (at least, what I think I'd really like)
> is a "subgame"
> > >       > that's fun and interesting, has an obvious goal to strive for,
> has clear ways
> > >       > to go about trying to achieve that goal, requires a bunch of
> Nomicky thought
> > >       > in order to do well in (by which I mean the sort of legal and
> philosophical
> > >       > thought that goes into writing proposals and judgements), has
> strong effects
> > >       > on every aspect of the nomic, and works well over a mailing
> list. The game
> > >       > ought to become one of Agora's institutions, like the judicial
> system, rather
> > >       > than coming and going, like the economic systems.
> > >
> > > Absolutely.  See
> http://users.cecs.anu.edu.au/~michaeln/agora/subgame-manifesto.html
> > >
> > >
> > > If Fall of the Republic starts, I'll join Agora again. I'd even enjoy
> being the referee, I think.
> > > - Tiger
> >
> > We've had flexible Contest rules for the majority of recent years and
> anyone
> > could jump in and run one (I think you did on that Space Alert version,
> Tiger?)
> >
> > I think we should put that back in (not sure why it was removed), but my
> > main question to you, Yally, and others is:  given that Contests existed
> for
> > so long, why did so few Contests happen?   I tend to think this is the
> kind
> > of thing that everyone says they want, but don't have time to administer
> so
> > wait for someone else to run.
> >
> > -G.
> >
> Well... Yeah, you're probably right. I've definitely been guilty of
> wanting to do more than I have time for.
>
> I also agree with Aru on the point about creating something versus
> setting up for the players to create that thing themselves. I don't
> remember the details on that Space Alert game very well (I had forgot
> about it completely until you mentioned it), but I do recall that it
> always felt like... I couldn't be sure that anyone actually cared, or
> if people only engaged because there was nothing else going on. I
> mean, just because the rules give me mandate to create a thing, who
> says anyone will care about my thing in particular? This is unhelpful
> inferiority issues at play and the best solution would probably be to
> be bolder about creating more contests, but as explanations for why
> that didn't happen go I think it's worth saying.
>
> In contrast, and in line with Norrish' subgame manifesto, I think a
> subgame that's encoded into the Agoran rules is the way to go.
>

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