Postby formerly known as hf » Wed Aug 06, 2008 6:29 pm
Surely we should realise, and capitalise, upon the experimental nature of Cantr.
I think the 'social simulation' aspect covers both the RP and the mechanics of the game, and acknowledges that both are central to the achievement of a society simulator.
(I don't think we need the 'G' in RPG - that comes with too much pre-conception of D&D style stats and CRPGs)
I would also like to repeat the cals for sustainability. I wrote at length about this early on when I joined, I think the Industrialist was in on it too at the time. The plug needs to be pulled. Resources should be finite and so do the lives of any built item.
However, maintenance of items should be quick and easy (I'm tempted to say that vehicle and building wear and repair be solely an inverse of times used - whilst slightl illogical, it allows for crumbling, underused items, and acknolwdges the maintenance that constitutes everyday use of these things), and resource sustainability easily envisaged and worked out (though it's up to players IG to enforce it as they see fit). Thus, items, buildings etc. which are in never in use will disappear over time, and resources which are over-extracted will decline.
So, as a punchy line, I think the one word
*sustainability*
sums that up. And is possible with the other princip[le I agree with which is the balance between RP and model, and allowing for people at either ends of the tether.
There are others I can think of, but I'll finish on the one most iomportant to me:
*Time spent playing should not directly relate to output in game
This is a slightly difficult one. Sure, peole who have the time to play 15 characters should be able to.
Ideally, there should be some form of relationship between time and productivity (in a game mechanics sense) which is not linear. i.e: as you spend more time per day, per character on Cantr, your productivity should decline.
This kinda works as it is. The first 10 minutes you play a character are the most important, then it declines from there. So, if you have more time, play more characters. However, there are still some major drawbacks for people, like myself, who log in once a day for a short time. Combat is the obvious one, short projects are another.
Whilst Combat shouldn;t be made non-realtime. I would appreciate some more thought being put (both by players IG and staff) into allowing less active players a chance to engage too.
Also, many players keep an eye on the time, for when projects end, to manage certain tricks etc. This is fine as it is, but never should it reach such a situation where that sort of attention gives far too much reward.