DIS: now what

2014-06-30 Thread Kerim Aydin


ok now I've done my offical duties and I'm sitting bored in three
days of meetings so I want to do something here, but nothing's
going on... what next...





Re: DIS: now what

2014-06-30 Thread Alex Smith
On Mon, 2014-06-30 at 12:54 -0700, Kerim Aydin wrote:
 ok now I've done my offical duties and I'm sitting bored in three
 days of meetings so I want to do something here, but nothing's
 going on... what next...

I had an idea for a new gameplay/economy thing I wanted to proto, but I
don't have time to work out the details. (In general, I think we have
enough players to keep Agora going when all of them are not otherwise
occupied, but when someone gets busy, we end up slumping.)

The basic idea was to do something in the deckbuilding genre, because it
feels like a perfect fit for nomics. The basic theme is that there's a
defined list of actions that can be taken within the subgame, but each
player starts owning only a small subset of them (the same for each
player), and each week, you gain access to a random subset of abilities
you own (so if you own a lot of abilities, you don't have much advantage
over players who have only a few; the trick is to tweak the set of
abilities you own in order that the more useful ones come up more
often). Each ability has a cost (either negative or positive), and you
can use any subset of accessible abilities that have a cost totalling
zero (i.e. you use the negative-cost ones to pay for the positive-cost
ones), causing them to become inaccessible again.

In a typical deckbuilding game, most of these abilities manipulate
either which abilities you own, or the other rules of the game (which is
why I thought it would be such a good fit for a nomic). For instance,
you might have an ability to buy other abilities, with a cost depending
on some attribute of the ability you buy; you might have an ability to
discard unused (but accessible) abilities so that they are randomly
chosen less frequently; you might have an ability to get more random
abilities to be selected each week (each turn in a typical deckbuilding
game), and so on. Abilities can also mess with the holdings of other
players.

This seems to fit quite naturally into the things that economies
normally want to interact with (extra votes on proposals and the like).

Are you interested in working out the details of something like this?

-- 
ais523



Re: DIS: now what

2014-06-30 Thread Sean Hunt
On Mon, Jun 30, 2014 at 3:54 PM, Kerim Aydin ke...@u.washington.edu wrote:



 ok now I've done my offical duties and I'm sitting bored in three
 days of meetings so I want to do something here, but nothing's
 going on... what next...


Not much, given that we just entered Holiday.

-scshunt


Re: DIS: now what

2014-06-30 Thread Kerim Aydin


On Mon, 30 Jun 2014, Alex Smith wrote:
 In a typical deckbuilding game, most of these abilities manipulate
 either which abilities you own, or the other rules of the game (which is
 why I thought it would be such a good fit for a nomic). For instance,
 you might have an ability to buy other abilities, with a cost depending
 on some attribute of the ability you buy; you might have an ability to
 discard unused (but accessible) abilities so that they are randomly
 chosen less frequently; you might have an ability to get more random
 abilities to be selected each week (each turn in a typical deckbuilding
 game), and so on. Abilities can also mess with the holdings of other
 players.
 
 This seems to fit quite naturally into the things that economies
 normally want to interact with (extra votes on proposals and the like).
 
 Are you interested in working out the details of something like this?

Happy to try.  But main issue I've had in the past is coming up with
specific abilities that people actually want to use.  Do you have a 
quick bullet list of a set of abilities to try this out with?





Re: DIS: now what

2014-06-30 Thread Alex Smith
On Mon, 2014-06-30 at 13:28 -0700, Kerim Aydin wrote:
 On Mon, 30 Jun 2014, Alex Smith wrote:
  Are you interested in working out the details of something like this?
 
 Happy to try.  But main issue I've had in the past is coming up with
 specific abilities that people actually want to use.  Do you have a 
 quick bullet list of a set of abilities to try this out with?

The basics within the game itself would be: something that lets you buy
more abilities (in the starting set), something with a negative cost so
that you can play your other abilities (also in the starting set),
something that increases the number of abilities you can buy, something
that increases the number of abilities that activate, something that
discards unwanted abilities. Plus various things for helping/hurting
other players. Normally, there would be multiple versions of each, at
different sizes; the ones with larger effects are harder to buy and cost
more (or have a more negative cost).

For interacting with the nomic, something that boosts voting, something
that interacts with offices, and a way to win. In general, owning more
interacting with the nomic abilities puts you at a disadvantage in the
game itself, because your pool of abilities becomes more dilute.

Some potentially unwise and crazy ideas I had: a) add an ability to make
numerical changes to other abilities (thus adding some nomic-like
functionality directly); b) have an ability that (with support from the
target) gives the target a starter pack of abilities, in order to let
players recover if they reach a state where they can't progress further,
and as a method of greeting new players (rather than having the rules
create the abilities automatically).

-- 
ais523