On Wed, 13 Jul 2016, Kerim Aydin wrote:
First, this system hit a real sweet spot in decision and contestable
"exciting" points. Grind with Stems, make strategic decisions with
Roles, play them out with the other currencies. Offices with "power"
to set policies that had gameplay impacts. Winni
G. wrote:
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).
This need not be a binary spectrum. Maybe everyone else loses half
their stuff, or everyone else who was at least halfway to a win gets
On 13 July 2016 at 21:32, nichdel wrote:
> On 07/12/2016 08:02 PM, Owen Jacobson wrote:
>>
>> The real question is, what does Agora’s economy produce? I can think of
>> “rules proposals” and “reports,” and nichdel’s game prototype thread
>> suggests a few more things. Can we use a monetary game to
On 13 July 2016 at 01:53, Owen Jacobson wrote:
> On Jul 11, 2016, at 1:31 PM, Kerim Aydin 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?
>
> I’m leery
On 07/13/2016 04:06 PM, Kerim Aydin wrote:
On Wed, 13 Jul 2016, nichdel wrote:
* Substantial successful proposals.
* CFJs that generate significant controversy.
Just empirically, I think I disagree. I think the "most enjoyable" play happens
when a set of rules are stable enough and CFJ-proo
On Wed, 13 Jul 2016, nichdel wrote:
> On 07/12/2016 08:02 PM, Owen Jacobson wrote:
> I'd make an argument that the commodity produced by Agora is the story of
> Agora.
That's... a great way to look at it; never thought of it that way.
> Side-note: By this line of reasoning, the herald is the m
On 07/12/2016 08:02 PM, Owen Jacobson wrote:
>
> The real question is, what does Agora’s economy produce? I can think
of “rules proposals” and “reports,” and nichdel’s game prototype thread
suggests a few more things. Can we use a monetary game to incentivize
those effectively?
>
I'd make an
On Wed, 13 Jul 2016, nichdel wrote:
> I also think this provides a much-needed structure to the rules. Sure the
> rulekeepor imposes an order as they see fit, but rules aren't written with any
> particular organizational style in mind.
On a side note, I'm thinking of a short "reorganize the rul
On Tue, 12 Jul 2016, Owen Jacobson wrote:
> The real question is, what does Agora’s economy produce? I can think of
> “rules proposals” and “reports,” and nichdel’s game prototype thread
> suggests a few more things. Can we use a monetary game to incentivize those
> effectively?
What do we h
On 07/13/2016 02:24 PM, Kerim Aydin wrote:
On Tue, 12 Jul 2016, Owen Jacobson wrote:
On Jul 11, 2016, at 3:00 PM, Kerim Aydin wrote:
Power is one of the most enduring structures of our game.
Here's a proto to shake it up a bit.
The obvious question: why? This proposal introduces a fair bit
On Tue, 12 Jul 2016, Owen Jacobson wrote:
> On Jul 11, 2016, at 3:00 PM, Kerim Aydin wrote:
>
> > Power is one of the most enduring structures of our game.
> > Here's a proto to shake it up a bit.
>
> The obvious question: why? This proposal introduces a fair bit of complexity;
> what’s not w
On Tue, 12 Jul 2016, Owen Jacobson wrote:
> > 2. Need to think ahead 2-3 weeks to make best moves, "thinking ahead"
> > includes looking at other players' positions.
>
> As near as I can tell, Agora’s rules, as written, require that the only
> hidden
> state for an Agoran is their state of mi
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