Firstly, thanks for all the replies, and a huge apology from my side. I put the above essay out and then ran out of time to follow it properly, poor orphan! My only earlier reply was also a bit irritable due to those circumstances. Sorry.
What is this thread about? It is
not about a tech tree, nor about characters having to spend time (yet more time!) on "research". What it
is all about is encouraging information flows at the level of the character rather than the player. It is about encouraging regional diversity. It is about introducing into the game something akin to the quests of traditional MUDs, except that these will arise spontaneously from the game.
Next, an apology to saztronic.
saztronic wrote:The Sociologist wrote:saztronic wrote:It should be difficult to get -- requiring resources from different lands, or specialized tools that could only be made with said resources.
Like bronze made from phosphorous? Nope, sorry, isn't working. Transcontinental trade is and always will be too erratic. Heck, trade from three towns away is too erratic. Furthermore this is very different from the issue of information flows, and it's that which I was trying to model.[...]
Let me empasize this point. The proposed system should be such that the only thing towns can do to promote inventiveness is to collect together as many strange resources as possible and also encourage as many famous engineers, clothiers metalsmiths and whatnot to stick around and pursue their specialized professions.
I don't see how the latter works without the former. How many "strange" resources are located on any one particular island? Most resources are familiar to those who've lived on it any length of time. It's only when traders or explorers from other islands show up that you see new stuff.
Yes, you were right and I was wrong. There is and indeed
must be scope for exploration as well. That's indeed the whole point of the idea of quests. However, what I'd really meant to say is that resources alone aren't enough; one needs also the information flows. I wrote in too much of a rush. Sorry.
saztronic wrote:But your concept is built on quests. Archetypal quests involve journeys -- a search for something, through difficulties, something generally hidden, not easy to find, and of great value. It doesn't involve puttering around in your studio with a bunch of strange stuff and waiting for lightning to strike.
That's a first rate comment. In fact that's what I was trying to emphasize before I munged up my reply to you.
Nalaris wrote:Sociologist, if we're expected to understand this, then I think you need to give us examples for all the major professions you described...
Yes indeed, sorry about that. Well just as a dress can be made of hemp, cotton, silk, and so on, so could a bow be made of ordinary wood or maybe "yew wood". This better material would enhance its potential. The story goes something like this. An expert forester happens to be working in a forest where there is some unidentified resource. Means nothing to him at first since nobody can collect it, then suddenly one day, while chopping ordinary wood, Eureka! He discovers that it is yew wood. He receives a message and a blueprint arrives in his inventory describing it and allowing him to collect it. Later he trades a sample of yew wood to someone who is expert in carving bow parts (though in this case forrester/carver/fletcher may be the same profession). Or alternatively (and alas more likely) he drops dead, leaving the blueprint and sample on the ground. The fletcher doesn't at first know what to make of yew wood until suddenly one day, while carving parts from ordinary wood, Eureka! He invents a bow part made from this new yew wood. Yet later, another Eureka and he invents a complete bow assembled from these new parts.
In exactly the same way, a glassblower/potter one day gets to invent clay tiles, a forester/carver gets to invent roof beams, and eventually an engineer/architect who is carrying samples of roof beams and clay tiles gets to invent a new kind of stone-clad house with clay roof, and so on. Now none of these "Eurekas" involve hiding away doing "research" (the tedious nonsense of the standard strategy games). What they do require is persistently pursuing your chosen profession, then they arise spontaneously by some combination of that and random chance. They will also be quite rare. That is where quests come in. Your architect has to find someone who knows how to make roof beams and someone who knows how to make clay tiles, and also has to acquire the samples, before he gets to have any chance at all of inventing the new kind of house. Again, the variables work in the way of "an X1 walled house with a roof of X2 and with X3 X4 and X4 X5." (The latter could be things like basalt portico, glass windows, etc)
Note that the architect
character will have some foreknowledge that clay tiles, etc, are potential architectural materials. That is because his
player has read the Wiki and knows that. It is entirely valid for the character to seek such materials. However, his ability to proceed is restricted by the spontaneous arrival in the game of the various blueprints, and this is controlled by the process of "inventon".
Mykey wrote:First let me say I really like the line of thought and resoning for this, but I have to completely disagree with anything like this ever happening, reasons being:
1. At first thought it would now seem it would take between 5-10 cantr years more just to get anything up and running like smelters. That is a bad thing imo.
It would indeed be an utterly dreadful thing. But it wasn't part of my idea at all. Sorry about the confusion.
Jur Schagen wrote:The Sociologist wrote:In a nutshell, objects are dynamically instantiated, rather than being absolute clones of the same old fixed table. The blueprint itself then generates the "project object" and so on. Can it be done? I don't know enough about MySQL to be able to say.
True. Just get us that team of five full-time programmers and we'll have it up and running in no time. Bottom line is, current Cantr code don't work that way. And Saz's point is very valid too... trying to predict all those combinations would be hell.
Well, each weapon object in the game currently has an attribute which says what its state of decay is. And if that state is "unusable", then you can't use it. As I understand things, it won't appear on the combat menu. So why should such an object not have an attribute which says that it is, for example, made from yew wood instead of ordinary wood and thereby assigning a few points extra to the combat value?
Jur Schagen wrote:The Sociologist wrote:Let me empasize this point. The proposed system should be such that the only thing towns can do to promote inventiveness is to collect together as many strange resources as possible and also encourage as many famous engineers, clothiers metalsmiths and whatnot to stick around and pursue their specialized professions.
You are probably aware that those "famous engineers" (and I'm assuming you mean those with exceptional skill levels) etc might be the key sleepers of the town, having to be poked every single time a machine needs to be constructed? Char activity and skill level are unrelated. We'd probably see more suicide chars, not less, because everyone wants this "uniqueness" level for their chars to get the "Eureka" chance at all.
We appear to be seeing suicidalism because of the perceived unfairness of the skills system, especially as relates to combat, and because of the perceived inability to raise needed skills by any worthwhile degree in any realistic time frame. I've said before that it's the worst system I've ever seen in an online MUD. Sorry, but there it is. Critical to my essays I and II is a plea to rescue the skills system. Skills need to be in groupings that are relevant to professions, so that people can
roleplay those professions. That's the whole point! Combat skills should flow from attibutes of you profession, not from people whacking away with wasters all day long. Levelling crap!
wichita wrote:My short answer to all of this, though I do appreciate all of the thought behind it and it's Utopian development value, is that roleplaying is the best way to get this to happen. No matter how you code it, no matter how much effort you put into programming this element of invention to cure all the ills of the game...about 27.5% of the player base will geek out and map out the precise pathway to all developments. And then, once they have a strategy worked out with one of their characters, the other 14 will magically obtain the strategic pathway to unlocking everything, building the right blueprint, yada yada yada, whatever.
There will be no way to "build the right blueprint". The characters would have to quest after blueprint components. Yes, the player might know what components need to be assembled (see the above more detailed description), but it would be very unlikely that any one character could ever put it all together without major interaction with other characters and much travel. I'm sorry if I created the wrong impression, but my ideas somehow got mixed up with Jur's in the course of events.
wichita wrote:Recruiting honest roleplayers and getting rid of the Wiki is the best way to bring back the inventive spirit to the game. In lieu of hostorical tech level development, I am inclined to lean towards regionally tailored implementations. I have talked about this with diets during the food change, but I think it could be expanded to things like clothing, weapons, and vehicles.
The Wiki was only introduced after a very long controversy and the need for it became obvious during that controversy. Also the above does not preclude regional implementations. Yew wood could be regional, for example. But what we need, over and above that, is reintroducing information flows at the
character level. Removing the Wiki, which operates at the
player level, is no solution.
hallucinatingfarmer wrote:Even if there was some form of auto-invention - the product linked to some choices made, with a possible random element - the implementation of that would take ages, and the results would be finite and within set limits. In such a scenario, there will be people who will work out every single possible iteration.
If you read my improved description, that would prove to be very unlikely in one character lifetime. Essentially, you would be combining multiplied object attributes (and objects already have attributes) with a slow process of spontaneous "invention" in-game. This would allow for the simulation of information flows. I agree this would take a lot of programming, but then so apparently did the individualization of animals.
Anyhow, much of this depends the light in which one views information flows. Very important to a society simulation? Not important? Somewhere inbetween? My feeling is: rather important, but not as important as the issues addressed in Essay I. That one was more about fixing what is currently not working properly.