[MUD-Dev2] What is agame?(again)was:[Excellentcommentary on Vanguard's diplomacy system]

cruise cruise at casual-tempest.net
Tue Apr 17 09:25:43 CEST 2007


Thus spake John Buehler...
> Dave Scheffer write:
>> Nor am I focused on punishing players who insist on flouting a
>> specificapplication of a rulebase.  This relates to the "framing"
>> tactics firstraised by Raph:  when I have players that think it is great
>> fun to organizea flamedance of naked Rubber Chicken-gripping characters
>> they'll gravitateto the regional/contextual rulebase agent that makes
>> that sort of thing fun.Appreciative NPCs might gather, applaud or even
>> throw perishable flowers.When I have players that want to disrupt other
>> players with the sameflamedance behavior they'll be in scope of rulebase
>> agents that discourageit, where eventually those disruptive players
>> would not even be allowed backinto the effect area.
> 
> I'm not sure how this is different from a monolithic rulebase.  It's
> finer-grained, but it still relies on being able to penalize players
> throughtheir characters.  That produces an arms race from the players
> who insist ondoing the chicken dance in the non-chicken dance part of
> town.  The gamewants to discourage them from doing it and the players
> want to do it.  Aconflict of agendas exists.

The difference is the game gracefully handles this "edge case", as it 
were - the game knows the players are doing something unwanted, whereas 
normally it is requiring humans to make that judgement. Whether the 
game's response is sufficient is another question, but is a much easier 
problem.

> What about players who enjoy the fact that they can elicit that reaction
> from the NPCs by singing?  It's just a different way of playing the
> game. As many players like to say, "If you didn't want me doing it, why
> did you put it into the game?"

"If you don't want me killing other players, why is there combat?"

Somethings are appropriate in certain places. Other threads are 
discussing ways of allowing differing players to pursue their own 
agendas without interference - this is a good example of how to 
encourage that result. By having NPCs react differently in different 
locations, singing or dancing or nudity become easier or more difficult 
in seperate geographical locations - and most players will naturally 
gravitate there for those activites.

Sure, some will try and break the system, but they'll be fewer, and they 
should have that choice, even if the end result is naegative for them.



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