3 ms·
I'm fairly sure most people kick around ideas like this at some point or another. It would definitely be cool to give a try. It does have the problem of playab
by skolor 16y ago
I'm fairly sure most people kick around ideas like this at some point or another. It would definitely be cool to give a try.
It does have the problem of playability. How do you keep someone's interest beyond a week or two of this?
My thoughts on the subject have lead to something like this:
Create a fairly persistent world. This means that any action a player can make will be permanent in the game. It can be something fairly simple, a grid based game, maybe some resource management. I like the idea of a turn based strategy game, with ~30s per turn.
Create a point system. How points are won doesn't really matter, but make it something interesting. Point reset every week. When they reset, the person with the highest amount of points gets to make a new "rule". This could be anything from a new ability for a unit to a change in the way the physics work. It (obviously) has to be tested and verified, but would be deployed relatively quickly. This process iterates for as long as desired.
Obviously a number of iterations will cause problems of complexity eventually. My thoughts on the matter have led me to a rather specific idea for a game of this type, which I think would be incredibly enjoyable to play.
If you're interested, send me an email. I'd be happy to send you a more complete description of my idea, and if you still like it I'd be up for trying to implement it. That is true for anyone, not just the OP.
- dpezely 16y agoThe bit regarding the winner getting to make a new rule has long been tested since the industrial revolution and likely far before then: In that context, of course, the new "rule" is essentially a law through lobby efforts, etc. It becomes a competitive advantage to win early for express purpose of introducing protectionist mechanisms that would favor your particular technique or more likely, blocking the approach used by one's greatest challenger. This may degenerate to "dirty tricks" early for the sake of an early win. Therefore, to counteract that tendency: Consider an "evolving" world. Take a card from artificial life techniques or randomly permute some attribute of the environment; e.g., terrain might become a more rocky, introduction of a natural predator, or perhaps switch from land to sea. Mythology is rich with scenarios to draw upon. I'd recommend NOT revealing the change until the round begins! Between rounds, let participants experiment only with the previous iteration of the world.