Saturday, January 25, 2025

Too much pressure

Although I’m mostly feeling fine keeping up with the dynastic gameplay this dynasty (you can scheme at your leisure and, at least in smaller teams, agree on an appropriate time of day to go for it), I’ve really been struggling to keep up with the core gameplay. Under the current core rules, it’s hugely valuable to be online every 4 hours in order to be able to give feedback on every proposal within the edit window. When I do that as a non-Mastermind, I am often selectively pointing out bugs (getting people to fix the ones that hurt me without fixing the ones that benefit me), which is hugely powerful in shaping the dynasty (it’s like having extra proposal slots). As a Mastermind, I can’t win anyway, so don’t have nearly as much incentive to manipulate the ruleset, but I still care a lot about trying to keep the ruleset bug-free because breakages can end up ruining the dynastic gameplay (e.g. if we have to wait for a CFJ to pass in order to fix a problem with the gamestate, the freezing effect that that can have on gameplay can effectively give some players a free timer recharge, in addition to holding up the game – and an uncaught loophole can potentially manufacture infinite Triumphs and make the whole gameplay pointless), and if the gameplay goes wrong too often, most people get bored and you don’t have a nomic (the only players who stay around are the sort of people who enjoy trying to recover from broken gamestates, and there aren’t many of those at BlogNomic).

However, BlogNomic is taking up way too much of my free time at the moment; even though it would be helpful for the dynasty, I really can’t keep up the pace of trying to be helpful and fixing everyone’s proposals. I’ll still do it when I check in, but I’m going to have to check in less often and that is necessarily going to mean missing a lot of edit windows. As such, this is a warning that I might be commenting less during edit windows going forwards and/or pointing out issues late, and may appear to be doing it selectively because some players are more likely to be active at the same time as me than others are – this isn’t actually a case of being biased, just a case of not being able to devote enough time to the game to be fair. (The community guidelines caution against sacrificing your life to keep up a high pace for a sustained period of time, and that it isn’t an Emperor’s responsibility to use extraordinary action to fix the game. In other words, they’re telling me to step back here even though the game will be less fun as a consequence, and I agree with the principle behind that.)

We might want to look into some other solution for the issue of “proposals are hard to get right first time” that doesn’t place nearly as much pressure on players to correct things during edit window. For example, back when we were using the fast veto, proposals didn’t have much of a usable edit window, but that didn’t matter so much – if a proposal was well-received but had wording issues or otherwise broke the game, you could fast-veto it in order to allow the proposer to submit a corrected version. (This did lead to issues, but of a different nature – the Emperor probably had too much power in determining whether to refund a slot or not, and people got annoyed when they thought the Emperor was using it inappropriately.) It might be possible to borrow a solution from another nomic, here – PerlNomic had a persistent problem of proposals being hard to write properly, and it was fixed by using a third type of vote on proposals (which I think of as “amend votes”, although they were called something different). An “amend” vote was comparable to an “against”, but while a proposal had more “amend” than “against” votes, the proposer could do the equivalent of withdrawing it with a slot refund, allowing them to submit a corrected version. This solution doesn’t seem perfect either, but it seems like it might be the sort of approach that’s worth considering.

(Interesting historical fact: Josh and I both called that this might happen back when the edit window was changed to its current 4-hour length. I am wondering whether it’s had an effect on player numbers dropping – we’ve had at least two experienced players of other nomics drop out this dynasty due to inability to keep up with the pace, although it might be that the dynastic gameplay was also too fast for them.)

Comments

Habanero:

25-01-2025 01:11:36 UTC

Maybe this is a bit radical but I would support a complete repeal of the edit window. It encourages the constantly-online gameplay you mention here. It also reduces the value of being a careful proposal writer (since others will just point out the issues for you to fix instead of voting you down and making you repropose). Seems a simple enough solution to the problem to me

Habanero:

25-01-2025 01:21:22 UTC

I would also think that being online for every edit window isn’t as massive of an advantage as you make it out to be. You can still perfectly well mention an issue to get people to vote something down once the edit window is up, or not mention it to your benefit. I’ve sometimes even tactically avoided mentioning issues until the edit window’s up to get people to vote a proposal down because I don’t like the change.

ais523:

25-01-2025 02:13:18 UTC

Re: being online for every edit window being a massive advantage, it normally doesn’t matter, but is occasionally dynasty-winning. See this proposal, for example: if I hadn’t suggested edits, the likely outcome would have been the Crusher being repealed (either directly in another proposal, or else first becoming overpowered and later being repealed as a consequence), but I needed it to exist in order for my plans for the dynasty to work (the plans didn’t care about what the machine actually did, but did care about the cost to purchase one, and no other machines had a similar cost). Pointing out the balance issues caused the proposal author to rework the proposal into something more balanced, which left Crusher still in the ruleset in a way that I wasn’t obviously responsible for, and I later used it to win the dynasty.

Josh: he/they

25-01-2025 09:42:33 UTC

To the proximate point, I would say: it’s a matter of playstyle but you can choose to not comment on every proposal during its edit window. The game will not slide into the sea if not every proposal is perfect, and some mistakes in the ruleset is good creative tension for any dynasty. More importantly, the game is not a fire whose fuel is you. Some of your commentary has been off-base, either in substance or intent, which I assume is a factor of it being harried; give yourself permission to check in once a day and simply vote against proposals that don’t work. People can repropose, or fix things. Life will go on.

To the broader point, the edit window vexes me. I’m caught between two stools: wanting to avoid a return to Protosals, and acknowledginig the reality that writing technically competent BlogNomic proposals is hard and removing the ability to edit is a veterancy bonus in a game already stuffed with them. I have in the past advocated for removing the edit window but I don’t think that the game currently has a pass-and-fix or fail-and-retry mindset so it would result in a painful period of adjustment that would likely see the edit window reinstated before it would see the cultural change that I’m looking for.

Kevan: he/him

25-01-2025 10:52:06 UTC

Ais has mentioned the huge power of edit-window feedback before, but I’ve never really felt it as a player, when deciding how to react to a proposal that could harm my position. It’s counterbalanced by the fact that the commenter risks revealing that they care about, or at least have been thinking about, some particular resource or mechanic.

The Crusher example seems a bit oblique, but the fact that I can’t easily see what the Crusher proposal was reworded from does make me wonder if post-feedback proposal edits should be more explicit, to emphasise that risk - allowing voters to easily compare the version that a commenter didn’t like to the version that they accepted.

ais523:

25-01-2025 11:20:09 UTC

@Kevan “It’s counterbalanced by the fact that the commenter risks revealing that they care about, or at least have been thinking about, some particular resource or mechanic.”:

This is actually the main thing that makes the pressure worse – if you only try to improve one or two proposals in a way that benefit you, people will quickly figure out that that’s what you’re doing and work out what you value / what your plans are. If you improve every proposal you leave no trace.

The strategy really is one of selective improvements – you leave every proposal you touch better off, so that your feedback is valuable and people incorporate it into their proposals – and the game is better off for it, you just happen to gain an advantage by slightly guiding the nature of the fixes. (There’s a second advantage: for skilled players, simply just having a less buggy ruleset is a big advantage, because it reduces the chance that the dynasty will collapse under the weight of the bugs and be ended via a random process, and increases the chance that your skill will be a relevant factor in winning. It isn’t unheard of for a dynasty to end up with no useful gamestate variables as a consequence of buggy rules, and at that point any skilled play earlier in the dynasty is likely to be invalidated, with the possible intention of introducing intentionally broken rules.)

FWIW, whilst agreeing that protosals don’t work well in BlogNomic, I’m not sure I fully agree with the essay about the reasons, especially in an edit-window system where proposals are generally substantially revised between when they’re submitted and when they’re voted on (and effectively become mini-protosals that only the players who are online get to give feedback on). In a way, a proposal written by an inexperienced player is very similar to a protosal that costs a slot – it is very likely in practice to contain mistakes that make it impossible to safely enact, and if those aren’t fixed in the edit window the proposal gets voted down. Even proposals written by experienced players can do that sometimes (e.g. “Disclaimed”, which I wrote, contained a bug that broke scoring and nobody mentioned it until after the proposal was passed, which held up the game while we tried to fix it).

Perhaps a better variant would be for there to be a protosal system that costs a slot, along the lines of “if you make a proposal, it can’t be voted on until the author gives permission”, but that seems somewhat incompatible with the current queue system. (The system I mentioned in the OP is similar – it in effect gives a way to edit proposals if the other players agree with the intention but disagree with the wording, but fixes the queueing issues by moving the edited version to the end of the queue rather than leaving it in its original position.)

Or as a much wilder idea: remove the edit window and simply give newer players more slots to compensate for their proposals breaking more often?

Josh: he/they

25-01-2025 11:31:55 UTC

Yes, the drafting-phase idea is my fantasy preference, and I think the 3.0 plans had that mechanic included - so if that ever happens it wil certainly be helpful. Not possible on EE alas.

JonathanDark: he/him

25-01-2025 19:57:55 UTC

“More importantly, the game is not a fire whose fuel is you.” - this is one of the hardest things I struggle with. Well said!

JonathanDark: he/him

25-01-2025 20:08:11 UTC

My take on the edit window, as a newer player compared to most of you, is that I find it very valuable. People have often pointed out easy-to-fix flaws that made my Proposals more palatable, and as Josh pointed out, the culture of pass-and-fix is lacking, so until that changes, we need this in some fashion.

How do we push the culture back to pass-and-fix? It’s hard to say. There’s a pervasive feeling, at least to me, that everyone is constantly scanning for scams, and pass-and-fix isn’t sufficient to avoid that. One little mistake, and someone activates a scam and gets ahead or achieves victory, so the pressure is on to craft a Proposal just right. Plus, you might want to sneak in a scam yourself, so crafting a disguise takes time and effort, and you need the 4-hour feedback to see if you did it correctly. If someone spots it early, you can say “oops, my bad” and remove it and try something else later.

Maybe it’s just a matter of making it acceptable that every Proposal will have flaws and exploitable scams, and part of BlogNomic play is riding that tension every time you introduce a Proposal, with no recourse other than to get better at both not introducing unintentional scams and disguising your own. Game-breaking flaws (as opposed to scams) would just have to be a thing, and if the dynasty has to pause to fix them, it’s in the service of allowing people to not have to be so viligant during the 4-hour edit window.

This is all just stream-of-consciousness thoughts from me. I haven’t really done a deep examination of it, and I probably repeated points others have said here or in essays. Sorry if I did, I wasn’t trying to plagiarize.

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