As mentioned before, it doesn't have to be all one thing.  There can be
a couple resetting win methods, and some that don't reset.  It's fun when
we don't worry about it, but say 1-2 weeks in a quarter events conspire
to have a "race to a prize" that several people compete in.  (Things like
Zombie Auctions also lend themselves to those sorts of competitive 
occasions).

On Tue, 13 Feb 2018, Cuddle Beam wrote:
> This particular tempo for the game and its wins is what makes Agora very
> appealing to me. We already have Blognomic for constant competitive play,
> and we could just propose here "Competition Month" or something. I wouldn't
> feel like changing something this "fundamental" to that tempo would be good
> - but I would very much enjoy a temporary "ay, lets all friggin compete
> mofos, it's TIME!" thing.
> 
> On Tue, Feb 13, 2018 at 11:23 PM, Gaelan Steele <g...@canishe.com> wrote:
> 
> > I guess what I’m trying to fix is my feeling that wins don’t matter much.
> > In a “traditional” game, a win is a big deal: if you win, I don’t. In
> > Agora, however, my reaction is pretty much “oh, G won. Cool.” That’s the
> > opposite of what a win should be like, in my opinion. My goal isn’t so much
> > to make wins rare; it’s to make them matter. Again, I have no idea if
> > anyone else feels like this.
> >
> > Gaelan
> >
> > > On Feb 13, 2018, at 2:09 PM, Cuddle Beam <cuddleb...@gmail.com> wrote:
> > >
> > > Also, I don't think this changes much about the "win economy", where "too
> > > many wins" makes them worth "too little" (which I think this is trying to
> > > stop, a sort of win inflation?)
> > >
> > > Because I think that the proportion of wins of a person in comparison to
> > > the total will still be more or less the same, would there be anti-win
> > > inflation vs there not being any. Unless its desirable for the game
> > design
> > > to be competitive in which case we could just make new competition
> > > mechanics and play those instead of touching what we already have and
> > what
> > > they have meant to us until now.
> > >
> > > (I've got a competitive game in mind, I just want to design it a bit
> > better
> > > before proposing it. It's basically making the best "nomic-bot". But I
> > want
> > > to make it simple to play - no programming knowledge required - yet
> > > similar/parallel enough to nomic itself)
> > >
> > >> On Tue, Feb 13, 2018 at 10:59 PM, Cuddle Beam <cuddleb...@gmail.com>
> > wrote:
> > >>
> > >> I'd rather not have wins destroy other fractions-of-wins because it
> > >> snowballs. If you win, you're in a better position to win again because
> > >> your fractions-of-wins aren't harmed.
> > >>
> > >> An easier solution imo is that only one person can win per month, max.
> > It
> > >> becomes a bit of a "dynastic" game though lol.
> > >>
> > >>> On Tue, Feb 13, 2018 at 10:42 PM, Alexis Hunt <aler...@gmail.com>
> > wrote:
> > >>>
> > >>> Historically, I think we've tended to have a mix. Some of the economic
> > >>> wins
> > >>> have resulted in complete economy resets.
> > >>>
> > >>>
> > >>>> On Tue, 13 Feb 2018 at 16:40, Madeline <j...@iinet.net.au> wrote:
> > >>>>
> > >>>> One thing I've thought could be a good idea in that regard is that
> > each
> > >>>> official method of winning can only be done by one person? Once
> > >>>> someone's done it first the method's gone.
> > >>>> Ribbons seem like a sensible exception to that given how long-term
> > they
> > >>>> are and that you "can't" get them as your first win.
> > >>>>
> > >>>>> On 2018-02-14 08:33, Gaelan Steele wrote:
> > >>>>> Append to 2449 “winning the game”:
> > >>>>>
> > >>>>> When one or more players win the game:
> > >>>>> * Any intents to Declare Apathy by players who did not win are
> > >>> cancelled.
> > >>>>> * Two Medals of Honor in the possession of each player who did not
> > win
> > >>>> are destroyed.
> > >>>>> * The Tailor CAN and SHALL once and within a timely fashion remove
> > two
> > >>>> ribbons at random from the Ribbon Ownership of each player who did not
> > >>> win,
> > >>>> excluding the White ribbon.
> > >>>>> * [i would revoke some Trust Tokens, but that would require real
> > >>>> recordkeeping]
> > >>>>> * [something relates to PAoAM if that gets a win condition]
> > >>>>>
> > >>>>> —
> > >>>>>
> > >>>>> Idea here is that winning would be a lot more meaningful if we had an
> > >>>> incentive to stop it
> > >>>>>
> > >>>>> Gaelan
> > >>>>
> > >>>>
> > >>>>
> > >>>
> > >>
> > >>
> >
> >
>

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