On Wed, Apr 19, 2023 at 5:02 PM ais523 via agora-business
<agora-busin...@agoranomic.org> wrote:
> In conclusion: the way the reset from a radiance win works has
> something of a design conflict with the way that radiance is actually
> rewarded. Get rid of the reset, and suddenly that conflict is gone, and
> many mechanics that were previously broken (and are causing friction in
> the gameplay at present) start working. As a bonus, the resulting win
> condition has enough historical parallels to seem like it's likely to
> function correctly, but few enough (and different enough) that it might
> produce a new (or at least "new to most current players") style of
> gameplay.

First of all, thank you for an excellent thesis draft.  Your
well-researched outlining of win types in Agora, and history/general
analysis of radiance, are very thesis-worthy (and generally has my
support for a thesis) whether or not subsequent discussions lead to
changes in your final draft.

However, I disagree with your solution, as a proposal.

When I proposed the reintroduction of points back in Feb '22 [note:
I'm just gonna use 'points' instead of 'radiance' in this discussion],
it was a conscious experiment of "can we play with the old Suber win
condition, which is rewards primarily for proposals?"  And my
conclusion, after reflecting on your thesis is:  no, the game really
doesn't support that any more, at least not for a simple "points based
on voting results" mechanic (regardless of the exact formula
connecting points to the voting results).

The reason it works in Suber-nomic is because Suber-nomic is
envisioned as a game that ends like a finite boardgame, with the
single win condition protected by an immutable rules.  Under that
model, proposals are the only path to winning.  This means that the
play (by immutable default) focuses on cutthroat coalitions where
proposals are primarily vehicles for points (e.g. straight up "this
proposal awards this coalition points" proposals) and the mechanic
leads into gameplay of last-minute coalition betrayals to come out on
top. In that model, of course, only one person wins, and the reset is
meant to simulate that dynamic.

However, in our "multi-sector" Agora (which is as much a gaming
community as a single game), the problem is deeper, and that model
doesn't work - for two reasons.

First, in a mult-sector game, people make proposals for all kinds of
reasons, and having votes influenced by factors other than the ideas
in the proposal is annoying.  We have to ask, then:  does the addition
of simple "earn some points for regular activities like proposals and
voting" cause people to act in ways that are "more fun" in terms of
gameplay?  The answer to me is no: people will either (1) just propose
proposals and ignore the points they accumulate, resulting in the win
being just a boring checkmark/consequence of things they would have
done anyway, (2) good proposals will lose for bad reasons, or (3)
people will spam proposals (or CFJs) to get points.  None of this is
desirable.

Second, we, in general, have the problem of the over commodification
of winning (making win types overly transactional).  It's acceptable
in Agora to say "I'll trade you a win in Subgame A for a win in
Subgame B" or even "I'll give you a win for [some non-winning
benefit]".  This really hampers game design sometimes - with nix's
current tournament for example, there's already a contract out there
to trade in-tournament position for out-of-tournament benefits.  While
we consider this fine socially (unless the tournament explicitly asks
us not to), it also hampers people who "just want to play the
tournament as written" when other players are buying position with
out-of-tournament commodities.  As you've outlined, the accumulation
of Stamps is a reflection of this problem - people have basically
wins-for-sale to the highest bidder.   If we remove the "reset"
condition, this becomes worse, because it removes all cost of helping
someone win.  If you can help someone win without resetting your own
position, there's basically no cost to kingmaking - you can help
someone win, then you can win the next day in the same way - and
again, the whole exercise becomes uninteresting.  If we're going to
allow trading between games, there has to be some cost within each
game (like having your own points reset) or else the win just becomes
another bit of dull trading of favors for free.

We've had "rewards for proposals" work successfully in a few ways,
that you mention in your thesis.  Ribbons does this by making the
rewards for specific, interesting proposal-related achievements, which
reduces the commodification.  For example, it's far more interesting
for 4st to "donate" half-ideas to others in the hope of winning a
co-authorship Lime, then it would be if e just put those proposals up
for voting to gain points.  On a more grindy-level, Glitter (small
awards mirroring ribbons) was more interesting than points based on
straight-up voting results - IIRC, voting based on glitter happened
once or twice, but was really rare, so the glitter was a nice bonus
for re-doing a clever ribbon achievement.  Similarly what made AAA
interesting was the speculation on crops (numbers that matched
upcoming proposals), not the actual voting part.

So overall, just a simple "remove the reset" would not make a good
game - I won't say it would be "worse", but I don't think it would be
"good".  My suggestions would be either repeal entirely (preferably
while replacing with something entirely different/unrelated), or a
rather complete redesign of what awards points in the first place,
along the lines of glitter, AAA, or something entirely new.

-G.

Reply via email to