Hey Dark,
\The biggest reason James North designed the currency the way he did is
because he originally used the game as a promotion. At the end of the month,
the score board leader would be credited the amount of his score toward the
purchase of an ESP title. You can see how well that worked out.
Second, since the game is purely based on matching, what would be the
problem with coins like zing zang and zod? You find a match, you throw the
proper coin.
Third, there used to be, at least, a more abstract system in the two
previous incarnations of the game. In the original version, you could type
"whoopass" into the main menu, and the coins would be replaced with
flatulence. In the second incarnation, the coins could be replaced with
tones.
When I started playing the Discworld mud, one of the first things I had to
get used to was the concept of British spelling. I knew, going in, that I
would be playing a British mud, and as such, I had to learn to spell certain
words differently in order to play the game. It's completely against my
nature to spell color with a u or center with "r e" at the end, but I was
able to learn it, and I still occasionally log into that mud today.
A penny is a pence. In fact some people, I'm told, call 1 pence a penny.
Fifty is self-explanatory. A dollar shouldn't be too much of a problem.
The confusion seems to exist with the dime and the nickel--confusion which
could be solved by putting definitions in the manual.
But in the end, it's just matching. Find a match, throw your coin, score
points. By that logic, we could play produce exchange reaction. Then we
could have carrot, potato, beet, mushroom, and turnip. If you wanted an
aubergine instead of an eggplant, that would be just fine. But seriously no
broccoli. That stuff's awful.
All the best,
Ryan


-----Original Message-----
From: Gamers [mailto:[email protected]] On Behalf Of dark
Sent: Thursday, December 27, 2012 8:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] British coinage

Hi Ryan.

for me it is a question of identification and logic. i know! what british
coins are like, I have no idea what american ones are, indeed until Tom's
explanation I didn't even know that a dime was a tenth of a dollar.

At the moment, the game feels like playing with completely random names that
have no meaning or logic to me at all, I might as well be playing with made
up words such as zing zang and zod.

The reason I think this is such a big deal is that clearly in creating the
game, james north wanted a way of constructing tetris using everyday
objects, however to most people outside the us, they are nothing of the
sort, just pure abstractions, which actually gets in the way of playing the
game sinse it means your effectively working with something rather
meaningless just as if they were totally nonsensical names unrelated to
anything in a person's real environment.

One way of fixing this might be to add options for various currencies such
as British pounds and euroes, however you still then run into the problem of
people in countries who's currency wasn't represented, (I know for a fact
there are several indian audio gamers who naturally use rupees), and also
the more serious problem that each coinage has different size and
denomination coins, for example we've already said that in British coins
there is no such thing as a quarter of a pound coin.

thus, the suggestion is to create a system based upon objects that everyone
has readily to hand, or could easily imagine for themselves, that is why I
personally suggested simply changing the names of the coins to metals such
as copper, iron, bronze, silver and gold, sinse then anyone is free to
imagine the physical coins themselves.

tom suggested plastic tocans of the arcade type with some sort of internal
logic.

the point however about either of those systems is that they have more logic
and relevancy to players outside the us.

As I said, imagine playing the game with nonsense words substituted for the
coin names and you might gather why it is such a problem, particularly for a
game so heavily based on the idea of moving physical objectts.

Beware the grue!

Dark. 


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