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krotomo
[?] Karma: 0 | Quote - Link
Tuesday, September 17 2013, 5:40 pm EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
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I've produced 200 pounds of wool, 500 pounds of beef, and 300 pounds of chicken.
soccerboy13542
[?] Karma: 0 | Quote - Link
Tuesday, September 17 2013, 6:13 pm EST
~*~Soccer~*~

Karma: 450
Posts: 4466
Gender: Male
Location: 1945
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If there was a list of jobs I could choose from, this would be a lot easier, as I have no idea how this game as a whole is supposed to run.


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
01110000011011110110
[?] Karma: 0 | Quote - Link
Tuesday, September 17 2013, 9:26 pm EST
kolkon sitei

Age: 36
Karma: 57
Posts: 342
Gender: Female
Location: darvince
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there's no such list in real life too!

here are some suggestions though:
karma detective (tries to figure who gave who karma and why)
hatpc level maker (makes hatpc levels)
job suggestor (suggests better jobs)
soccerboy13542
[?] Karma: 0 | Quote - Link
Tuesday, September 17 2013, 11:04 pm EST
~*~Soccer~*~

Karma: 450
Posts: 4466
Gender: Male
Location: 1945
pm | email
there's no such list because they're all existent and have a purpose. i could introduce a sewage worker, electrician, etc. but they'd have no real purpose. and if the purpose is to make food, everyone should just be farmers and our problems will be solved.


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
01110000011011110110
[?] Karma: 0 | Quote - Link
Thursday, September 19 2013, 9:01 pm EST
kolkon sitei

Age: 36
Karma: 57
Posts: 342
Gender: Female
Location: darvince
pm | email
01110000011011110110
[?] Karma: 0 | Quote - Link
Friday, September 20 2013, 12:00 am EST
kolkon sitei

Age: 36
Karma: 57
Posts: 342
Gender: Female
Location: darvince
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ok due to inactivity, famine, and lack of effort, the proletariat have staged a coup. everyone is dead and interguild is forever capitalistic. goodbye
soccerboy13542
[?] Karma: 0 | Quote - Link
Friday, September 20 2013, 12:19 am EST
~*~Soccer~*~

Karma: 450
Posts: 4466
Gender: Male
Location: 1945
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i still don't know what the goal really was... if the goal was to have food, shouldn't i have just made everyone a farmer and then everyone makes 10,000,000 acres of farmland with 100,000 pigs, cows and chickens, etc. etc.?


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
01110000011011110110
[?] Karma: 0 | Quote - Link
Friday, September 20 2013, 12:30 am EST
kolkon sitei

Age: 36
Karma: 57
Posts: 342
Gender: Female
Location: darvince
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not exactly.

the goal of communism or utopic society in general is to provide a environment where people can enjoy their lives. however, i can't have the goal of this game based off of happiness or something because people won't die of lack of happiness. I chose food and hunger as an incentive not to slack off. Because jobs on making up numbers of how many bales of hay were harvested is boring and useless, a variety of more interesting jobs would be simulated. then, i would see how effectively people did their jobs and extrapolate it over to agriculture. thus, having everyone farming would have defeated the point of having a more interesting game with an incentive not to starve. however, apparently, it wasn't interesting enough, people weren't participating, so i ended it.
Darvince
[?] Karma: 0 | Quote - Link
Friday, September 20 2013, 1:49 am EST
sea level change

Age: 25
Karma: 107
Posts: 2043
Gender: Female
Location: The Nuclear Era
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Well you also failed, as you failed to define the start and end of rounds outside of carefully reading your posts and then extrapolating.


"Time is a circuit, not a line; cybernetics instantiates templexity."

jellsprout
[?] Karma: 0 | Quote - Link
Friday, September 20 2013, 4:00 am EST
Lord of Sprout Tower

Karma: -2147482799
Posts: 6445
Gender: Male
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It wasn't a very good idea to let someone else give the jobs when only you actually understood what the point of this game was.


Spoiler:
01110000011011110110
[?] Karma: 0 | Quote - Link
Friday, September 20 2013, 6:50 am EST
kolkon sitei

Age: 36
Karma: 57
Posts: 342
Gender: Female
Location: darvince
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@darvince i said 3 days long. that seems pretty defined

@jellsprout There is no 'goal' of this game. There might be a goal of utopic society in communism, but since this is a simulator, there's no way to win. Not starving, maybe. But even if there was a goal of the game, and only i understood it, i think it is possible that someone else could've given out jobs, from looking at the already assigned ones, extrapolating, and asking for suggestions.
--

I guess the problem of the game was that the food and hunger mechanic misled people to think that only agricultural jobs would produce food. This was not the case. So next time i start this up i'll use another metric instead of hunger
snipereborn
[?] Karma: +2 | Quote - Link
Friday, September 20 2013, 8:28 pm EST
Fact Squisher

Age: 31
Karma: 136
Posts: 1307
Gender: Male
Location: Arizona, United States
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If I might do a critical analysis here...

TL;DR -- Use rounds and scoring. Make players do the administrative work.

Games tend to fail for different reasons. For instance, games like Interguild Island and EMG fail because they require one person (the host) to do most of the work without getting any benefit, other than karma or the good feeling of being altruistic. That sort of model works for games like D&D because things occur in real time; the host can hang out with their friends, goof off, and generally enjoy the emergent gameplay. Forum games don't get that.
This game failed because of a lack of structure; specifically, the players didn't have a motivation and so they proceeded to get bored and not play. No one really knew what they were supposed to be doing, or why they were doing it. I don't see a simple solution to this problem; the game's concept is fundamentally lacking. If I had to guess, I would suppose that the creator had a theme that was particularly interesting to him, and so he slapped a "game" together based on the concepts that were related to that theme. A better approach would be to start with a mechanic and organization scheme that is known to work and modify it in interesting ways that support the theme.
For instance, the way I designed the Six Steps game was by taking something I already knew was fun (idea associations/ reference leaps) and applied that mechanic to a model I already knew worked (the round system from the One Post game). If you have a game that is intended to go on indefinitely, realize that the One Post model is the only model that has been successful at that goal on this site. The only successful game that has featured a "host", "mod", or "round controller" so far has been Mafia. Mafia only works because hosts know that the game will terminate fairly quickly, so there is no excuse for failing to do the job they agreed to do.

So, my advice is to redesign the game mechanics and model with these things in mind. If you want your game to last, you will need to leverage a mechanic that transfers workload responsibility in some reliable, distributed, automatic way. It doesn't have to be "rounds", but will need to have a similar effect. If the game is meant to end, then players need to have a clear objective; without that, you don't have a game. Once you decide on that, then try including theme related quirks to make the game interesting and fun.

A note on objectives: Objectives don't need to be specific, but they must be clear: Minecraft's objective is to survive and then make awesome things to show off to your friends; Starcraft's objective is to destroy your enemy; HatPC's objective is to get all the treasure and escape; One Post's objective is to be more entertaining than everyone else. In good games, even if players don't think about their objective, they still "feel" it. They know what they are supposed to be doing, even if they don't exactly know (or care) why they're doing it. Even more important, players need to be given feedback to know how well they are doing at completing their objective. That could be points, scoring, stats, items, in-game events, whatever. Players need something to point at and say "This is how well I'm doing". If you can get these ideas implemented, your game has a chance at working. Otherwise, abandon all hope, ye who enter.


Everyone runs faster with a knife.

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