On 1/2/25 6:59 AM, ais523 via agora-discussion wrote:
I'm worried that that the existence of a simple random game would have a chilling effect on the creation of more skill-based games; players have to choose where to spend their candles, and if a game with no skill exists, then players will only spend them on skill-based games if they suspect they are more skilful than the other players in the skill- based games, which likely means that those games won't get enough players.
What if the choice is between a no-skill game with a 20% frictional cost and a skill game with no frictional cost? A low-engagement player with a few extra spendies to burn probably still chooses the no-skill game, but is that actually a bad thing (do we want them in a game that requires participation)?
Also, a game can involve skill without there necessarily being a large amount of variability in the skill level from player to player.
Here's a proto-framework for games: the win probability is a function of luck, skill, and participation (perhaps each measured on a relative basis compared to other players), with the respective weights for the three factors varying from game to game. The Backroom Casino involves no skill; most interesting games will involve a reasonable balance of the three.
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