[MUD-Dev] Musings on ad-hoc social connectivity as a realtime meta-game

J C Lawrence claw at kanga.nu
Fri Feb 11 05:28:18 CET 2005


I wrote this a long time ago (thing 2002 era) and never really
finished the idea, instead leaving it to languish in my drafts
folder.  Oh well.

An idea:

  Implement a resource economy which is based on human attention.

  Instead of the ability to do a particular activity being primarily
  based on character stats (how many Hps?), environmental object
  stats (how strong is the tree), or typical available resource
  limits (mana etc), instead base it on two factors:

    -- The level of support the individual has from others currently
    playing who are within a range R where R may be a function of
    the remote player's location.  Call this "support".

    -- The number of players currently viewing the event (ie they
    are within visual range and it is determined as thus being
    within their active conciousness).  Call this "charge".

Support is enssentially analagous to a positive vote.  It could also
be extended into supporting negative support (ie vote against).

Charge is analagous to group excitement (tho a poor model).

  > l at tree
  The tree is big and strong.
  > hit tree
  Your hand hurts.
  > shout I need some help!
  120 players enter.
  > hit tree
  There is a mighty THWACK! and the tree trembles and groans.
  Your hand hurts.
  > shout Support me!
  43 other players lend you their support.
  > hit tree
  The tree is instantly shattered into matchsticks.

This could be extended in interesting ways:

  Penalties and rewards to the activity of committing support.

  Basis of political systems (eg "support" directly maps to
  political power).

  Basis of either flat or hierarchial voting systems, and their
  resultant automated resource distribution systems.

--
J C Lawrence
---------(*)                Satan, oscillate my metallic sonatas.
claw at kanga.nu               He lived as a devil, eh?
http://www.kanga.nu/~claw/  Evil is a name of a foeman, as I live.
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