Tuesday, December 27, 2011

Story Post: Blockade: Golden Route

All ye who would Scout a Golden Route: Be warned. They cost two more.

Comments

ais523:

27-12-2011 22:57:47 UTC

Bump to avoid idling (do Hiatuses mess with that?).

It looks like I should have come online earlier this morning. How is it that any interaction mechanic we come up with at all is vulnerable to timing details?

scshunt:

28-12-2011 08:25:41 UTC

What ais523 said.

ChronosPhaenon:

28-12-2011 18:27:10 UTC

arrow

Clucky: he/him

28-12-2011 23:08:50 UTC

me too

scshunt:

29-12-2011 07:19:36 UTC

To possibly answer the question, it’s because any interaction mechanic will have some me-first aspect to it. In regular games, this is balanced by the fact that people take turns one-by-one. But if you’ve ever played, say, Galaxy Trucker, you know how frustrating it can be to be beaten only because you were slightly slower.

I think that the only way to avoid a me-first problem in the context of BlogNomic is to make it such that actions over a given period are simultaneous, regardless of when they are triggered. Agora attempted to do this briefly with Tiger’s space battle, but the one-vs-many approach didn’t work all that well in the context of the inactive game at the time.

Kevan: he/him

29-12-2011 20:47:38 UTC

The problem then is that actions also have to be secret, and not dependent on intermediate changes in the visible gamestate, otherwise there’s a new timing problem of waiting until the last possible moment to make your choice and submit your actions.

I suppose another direction (which I don’t think we’ve explored yet?) would be to have explicit turn-taking, with a timeout for each turn.

Spitemaster:

31-12-2011 00:42:49 UTC

Could we have some kind of tag implemented that hides text until the next day? Then the only public knowledge would be that Player X is doing something.

TheMerovingian:

31-12-2011 04:19:25 UTC

Two more WHAT?

ais523:

31-12-2011 19:19:21 UTC

Perhaps an interesting version of turn-taking would be to have weekly actions, but with a different definition of a week for each person (chosen randomly). That way, the timing scam breakpoints wouldn’t be single moments but ranges, which could potentially be quite large.

southpointingchariot:

31-12-2011 20:18:23 UTC

You’d think that would result in more timing scams - hitting the slim margin where one range overlapped or did overlap with another. In Aeonomic, we solve this by having a quantum gamestate, where some things can only change at the end of the week - thus as long as you do it before then, your fine.

ais523:

31-12-2011 20:20:37 UTC

@spc: The problem there is that it’s to your favour to delay all your actions until right at the end of the week, when you’ve seen everyone else’s (if you’re going cutthroat-to-win style, rather than trying to build a community like Aeo does).

southpointingchariot:

31-12-2011 20:46:20 UTC

Lol, yes, this is a key difference.

Could action queues be secret then?

ais523:

31-12-2011 20:47:35 UTC

aeons + secret action queues seem to solve the problem, but might be difficult to implement. (I’ve seen that done in role-heavy Mafia games before, and it worked pretty well, but I imagine it was a lot of work for the moderator.)

southpointingchariot:

31-12-2011 21:24:55 UTC

just give ‘em a fancy name and they’ll do it ;)

southpointingchariot:

31-12-2011 21:27:52 UTC

It might also be helped by having less grindy mechanics =P

ais523:

03-01-2012 21:40:12 UTC

Btw, I just ended this blockade by scouting the route with the surcharge. Not that it matters now, given that I’ve already won.