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.

--
Mischief
Collector, Illuminator, Prime Minister
Hat: steampunk hat
Vitality: alive
Bang holdings: 2

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