Babies and children
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- new.vogue.nightmare
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Muh Ass haha
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First time replying as you all can see, but I do have a question or two about all this...
First of all this took me all day to read so you should be thankful I finished.
Seccond, IRL kids leave their parents when they're 18ish. Unless they're freakishly fat old people... Anyways, when would the little ones leave their parents? Should it still be 18ish?
Third, what about naming the kids? If it's just some random person playing your kid then do they get to pick the name? I think the parents should be able to. It's a cute little ritual and all and I think it would make most parents happy.
First of all this took me all day to read so you should be thankful I finished.
Seccond, IRL kids leave their parents when they're 18ish. Unless they're freakishly fat old people... Anyways, when would the little ones leave their parents? Should it still be 18ish?
Third, what about naming the kids? If it's just some random person playing your kid then do they get to pick the name? I think the parents should be able to. It's a cute little ritual and all and I think it would make most parents happy.
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Meh
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First: Thanks
Second: Whenever they want (or by local law should they obey it) provided they aren't quite as mobile when younger?
Third: Just like today? The name for yourself is your name for yourself. If your parents tell you and everyone else your Emo Phillips then you'll have to convince everyone your Stan the Kewl. And vice versa. But I see what you mean. The new name should be given by the parents during the 15 days? Two names...One for a boy and one for a girl?
Second: Whenever they want (or by local law should they obey it) provided they aren't quite as mobile when younger?
Third: Just like today? The name for yourself is your name for yourself. If your parents tell you and everyone else your Emo Phillips then you'll have to convince everyone your Stan the Kewl. And vice versa. But I see what you mean. The new name should be given by the parents during the 15 days? Two names...One for a boy and one for a girl?
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Muh Ass haha
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Meh
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Muh Ass haha
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swymir
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Well names are completely dynamic and I'm sure most people will listen to the parents of the child when it comes to figuring out the baby's name. If the kid doesn't like it he might try and change it, but most people aren't going to take it seriously.
It's like in the movie Big Daddy with Adam Sandler. He asks the kid if he even likes Julian and he tells the kid to rename himself. The kid says he wants to be called Frankenstine. If this happened in real life I doubt many people would take the kid seriously with calling him Frankestine unless of course they wanted to play the child and encourage his creativity.
It's like in the movie Big Daddy with Adam Sandler. He asks the kid if he even likes Julian and he tells the kid to rename himself. The kid says he wants to be called Frankenstine. If this happened in real life I doubt many people would take the kid seriously with calling him Frankestine unless of course they wanted to play the child and encourage his creativity.
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Meh
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- new.vogue.nightmare
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- Jos Elkink
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About the naming: I think we can get quite simply around it ... players of children do not give a name, and the baby gets automatically the name "a male baby" or something along those lines
... And then the name can be changed like any name. But players should not be stimulated to think of a name before their character is born, as naming should be a parents / societal thing, imho.
- new.vogue.nightmare
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Meh
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- Jos Elkink
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Actually, thinking about this whole thing, there is one problem I have not yet solved in my head:
If there are more procreation attempts than potential babies queued, there is no problem - procreation will just have a much higher chance to fail;
But what if there are fewer procreation attempts than potential babies queued? And this is in fact much more likely, in quite dramatic numbers ... the whole societal thing of marriage / relations / etc. leading to a procreation attempt (how technical can one talk about romantic things?!
...) will make it a much rarer event than the event that someone decides to want to play another character (which happens a lot on a daily basis).
So, how to solve this?
I think we should work as follows (this does not solve the problem, but help a little bit): the first few characters you start will be 20 year old - say, the first 3 or 4; in total you can start about 5 or 6 grown-up character; after that, you can only start babies (also if one of the first dies); that way we have a number of positive effects: 1) only somewhat experienced players can start babies (must have played for a few days, at least - so we weed out those players that had a look for five minutes and never returned to Cantr); 2) there is a sanction on quickly killing off your characters ("I want to be killed!" or just playing a careless criminal) - if you killed off a grown-up character, you will have to start all the way from as a baby and it will take 15 Cantr years before you can play a grown-up again (unless it's among the first couple of characters).
Just in case I'm not 100% clear: if you thus have started 6 characters, as grown-ups, you have used your grown-up slots, so if one of them dies, and you start a new one, it can only be as baby.
I am hoping that the fact that you play characters from young, and that it really takes time to build up towards a grown-up character, will make players more attached to their characters, so that death is taken much less lightly. Right now, the game is a bit less fun, because many players actually don't care if one of their characters dies.
So, what is the solution to the above stated problem and what are comments to this idea?
If there are more procreation attempts than potential babies queued, there is no problem - procreation will just have a much higher chance to fail;
But what if there are fewer procreation attempts than potential babies queued? And this is in fact much more likely, in quite dramatic numbers ... the whole societal thing of marriage / relations / etc. leading to a procreation attempt (how technical can one talk about romantic things?!
So, how to solve this?
I think we should work as follows (this does not solve the problem, but help a little bit): the first few characters you start will be 20 year old - say, the first 3 or 4; in total you can start about 5 or 6 grown-up character; after that, you can only start babies (also if one of the first dies); that way we have a number of positive effects: 1) only somewhat experienced players can start babies (must have played for a few days, at least - so we weed out those players that had a look for five minutes and never returned to Cantr); 2) there is a sanction on quickly killing off your characters ("I want to be killed!" or just playing a careless criminal) - if you killed off a grown-up character, you will have to start all the way from as a baby and it will take 15 Cantr years before you can play a grown-up again (unless it's among the first couple of characters).
Just in case I'm not 100% clear: if you thus have started 6 characters, as grown-ups, you have used your grown-up slots, so if one of them dies, and you start a new one, it can only be as baby.
I am hoping that the fact that you play characters from young, and that it really takes time to build up towards a grown-up character, will make players more attached to their characters, so that death is taken much less lightly. Right now, the game is a bit less fun, because many players actually don't care if one of their characters dies.
So, what is the solution to the above stated problem and what are comments to this idea?
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Camino
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