On 11 July 2016 at 18:31, Kerim Aydin <ke...@u.washington.edu> wrote: > I've been thinking about currency/grind games, and was trying to > enumerate what makes them "successful" in Agora in my experience. > Here's my start on a feature list; thoughts? > > The Ideal Grind > > 1. Allows each player to perform around 3-6 "grindy" ("I harvest 1 corn") > and 1-2 strategic ("I change my field to wheat") solo moves per week. > > 2. Need to think ahead 2-3 weeks to make best moves, "thinking ahead" > includes looking at other players' positions. > > 3. You can miss 2-3 weeks and catch up (not that it shouldn't disadvantage > you a bit). > > 4. Win conditions achievable in 4-6 months. > > 5. Big question: cutthroat (everyone's position re-set on a win) > versus friendly (you could win today and someone else could get there > tomorrow). > > 6. Other big question: amount of randomness. > > 7. At some point, requires trade (if game is friendly) or alliances > (if game is cutthroat) to cross the finish line.
This is a good list. I'd lean towards the friendly model, but without huge advantages for well-established players, to encourage newbies to get involved. I tend to prefer economies that link up with the rest of the game somehow: rewards for getting proposals passed and holding offices, and Agora-wide benefits to playing the subgame (extra votes, etc.). This hopefully turns it into a game which is about political/economic power as well as calculating the most effective moves. However, does that end up taking us too far away from the grindy concept?