On 16 December 2013 20:08, Kerim Aydin <[email protected]> wrote:
>
>
> On Mon, 16 Dec 2013, Jonatan Kilhamn wrote:
> > On 16 December 2013 00:31, Michael Norrish <[email protected]> 
> > wrote:
> >       On 16/12/13 10:28, Tanner Swett wrote:
> >       > On Dec 15, 2013, at 5:21 PM, Aaron Goldfein wrote:
> >       > What I'd really like (at least, what I think I'd really like) is a 
> > "subgame"
> >       > that's fun and interesting, has an obvious goal to strive for, has 
> > clear ways
> >       > to go about trying to achieve that goal, requires a bunch of 
> > Nomicky thought
> >       > in order to do well in (by which I mean the sort of legal and 
> > philosophical
> >       > thought that goes into writing proposals and judgements), has 
> > strong effects
> >       > on every aspect of the nomic, and works well over a mailing list. 
> > The game
> >       > ought to become one of Agora's institutions, like the judicial 
> > system, rather
> >       > than coming and going, like the economic systems.
> >
> > Absolutely.  See 
> > http://users.cecs.anu.edu.au/~michaeln/agora/subgame-manifesto.html
> >
> >
> > If Fall of the Republic starts, I'll join Agora again. I'd even enjoy being 
> > the referee, I think.
> > - Tiger
>
> We've had flexible Contest rules for the majority of recent years and anyone
> could jump in and run one (I think you did on that Space Alert version, 
> Tiger?)
>
> I think we should put that back in (not sure why it was removed), but my
> main question to you, Yally, and others is:  given that Contests existed for
> so long, why did so few Contests happen?   I tend to think this is the kind
> of thing that everyone says they want, but don't have time to administer so
> wait for someone else to run.
>
> -G.
>
Well... Yeah, you're probably right. I've definitely been guilty of
wanting to do more than I have time for.

I also agree with Aru on the point about creating something versus
setting up for the players to create that thing themselves. I don't
remember the details on that Space Alert game very well (I had forgot
about it completely until you mentioned it), but I do recall that it
always felt like... I couldn't be sure that anyone actually cared, or
if people only engaged because there was nothing else going on. I
mean, just because the rules give me mandate to create a thing, who
says anyone will care about my thing in particular? This is unhelpful
inferiority issues at play and the best solution would probably be to
be bolder about creating more contests, but as explanations for why
that didn't happen go I think it's worth saying.

In contrast, and in line with Norrish' subgame manifesto, I think a
subgame that's encoded into the Agoran rules is the way to go.

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