CRPG without the dense content prerequisite

I’ve been thinking of making some sort of CRPG world – you might remember a survey from a few posts back (thank to the one soul who did vote :) ).

Now the thing is with content, this is the dilemma – it’s speculative work in regards to actually getting any sort of income from doing it (and hell, I’m not even talking in purely fiscal terms – if I asked for poems from people in exchange for more CRPG content, I might not even get poems – ya know what I mean?).

So what content to provide, that’s engaging? And all my history of RPG gamers is that they always want complicated, dense stuff, or they wander away very quickly. And making complicated, dense stuff with relatively low chance of return? Umm, no thank you. I don’t mind making some stuff, clearly, but doing tons and tons on the hope of a tossed coin or two?

I would like to make something simple, like this thing I made awhile ago. Latter I’d develop it more relative to the amount of interest that was shown.

Possibly I could have some parts of it named or partly decided by readers even before any money transactions, as that give a bit of sense of being in on the project, rather than just another project that wants money. People are more likely to invest when they already have a personal stake (come to think of it, that’s how world of warcraft works…).

But the main issue is:

Effort for low chance of return Vs low interest for non dense and complicated material.

I’m thinking one work around is text, since that’s easier to generate (look ma, I’m doin’ it now!). But I have to figure some simple way of getting around the ‘wall of text’ problem.

Anyway, thinking through the problem out loud…

‘Ella Enchanted’ made me think

http://philosophergamer.blogspot.com/

That 2004  movie staring Anne Hathaway.

I missed most of the start before finding it in the TV guide. The premise struck me – a girl born with a ‘gift’ of obediance. She has to do whatever she’s told. It sounded horrific to me – and so my rubber neck drew me to it. It’s set in a whimsical fantasy universe and has a bit of the vibe ‘The princess bride’ has.

Now I’d kind of seen this engaged before, in the old ‘Gargoyles’ cartoon, where a character suffers a control spell (rendering him automaton like), and then the means to cancelling that spell is lost forever. The solution? One of the good guys who had managed to get control targeted on her commands the character to obey his own will, forever. So he obeys her, but in doing so, obeys himself. Effectively the spell is cancelled.

Here, in a climactic scene where the villain has told Ella to kill her love (and not tell anyone), with the blade held over his back, she instead commands herself to not be obediant anymore.

And I thought it very striking that all that time she had suffered others ordering her about, it was because she would not command herself.

“Geez man, it was a fantasy rom com, why are you thinking about it so much?”

Because it shows what you can get away with if you just stick with a few of the regular conventions. It’s a wolf in sheeps clothing, philosophically.

Oh, and yeah, the link at the start? I’m guessing google will spider this and hopefully find my other page. Hope it wasn’t off putting.

Philosopher gamer, video games, mmorpg, pieces of string

http://philosophergamer.blogspot.com/

Video games, mmorpgs, traditional table top roleplaying, more!

And sorry to regular readers* - I’m trying to direct google to spider into that site – it seems to do it for this blog really quick and it occured to me I’ve only linked to the other blog in edits, which the spider might not pick up on.

Traffic, traffic, traffic! http://philosophergamer.blogspot.com/

I just want it to start showing up! I didn’t even try with this blog and it shows up on google! Crazy!

* Or am I humouring myself in thinking there are? ;)

High production just makes followers/moth to the flame

I’ve been thinking that most of the games, whether it be video games or even table top RPG’s, have such alot of production and work in them that it’s a bad thing.

Think of it from your own perspective – there are these sparkly games that draw your attention and maybe spark your imagination. But do you have the raw production capacities to actually make one yourself? To various degrees, the answer is no. Perhaps if we rewind to early D&D, or to video games on the c64, yes. But otherwise no.

So your entranced and in love with something you can’t actually make yourself. This throws you into the position of follower only – you can’t lead, because you need to be able to make it to lead. You can only follow.

A mix of sometimes following and sometimes leading is alright, but always following? That’s a bad thing, if you happen to share any values I have on self guidance.

I’m looking at all these things again and thinking wow, all the fancy production just leads me into being a follower. Pah!

Edit: And why on earth can I google this new post I made only an hour or two ago, yet I can’t google my new blog?

Oh bother, can’t stick adsense on here, aye?

Darn. Should have guessed.

Anyone got any tips in terms of setting up content and advertising?

Edit: Oh, I started up a ‘monetized’ blog over here:
http://philosophergamer.blogspot.com/

I really like the title, actually – it forced me to make a blog name and I like what I came up with on the spot. Probably suits me quite well.

I’ll probably repeat content from here over there and vise versa.

Carrying real world morality into a mmorpg

This post, in regards to eve and ‘griefers’.

Specifically

Can-flippers and ninja salvagers are thieves. Thieves are considered jerks in the real world, so it seems perfectly reasonable to me to consider them jerks in EVE as well.

CCP hasn’t constructed an environment where all actions a player may take have the same moral freighting. They’ve simply constructed an online environment where I need to take matters into my own hands if I want to avoid EVE’s various criminal classes or retaliate against them.

This is apparently genuine moral judgement on someone for what they did in a game.

Something they did only because it was possible to do so within the code the developers wrote. And they wrote it because they wanted it to be possible.

Not only that, but apparently CCP (the makers of the game) have apparently declared that in the game they made, actions don’t all have the same moral freighting. Oh, they have the capacity to decide that, do they? And lo if they decide it, it is true for all (and that’s taking it they have even said anything like this and this guy isn’t just purely inventing this).

Somehow, because CCP allegedly decided not all actions have the same moral weight, someone is literally a jerk for doing certain things.

And if CCP declared jihad, no doubt whoever they declare it on is most deserving of holy war.

Feeling first, asking questions latter never.

Imagination addiction?

I was messing around in the runes of magic mmorpg with a new alt. As I often do, I was thinking of how you could make this gameplay engaging instead of alot of waiting and tasks which are about as complex as navigating the web.

And I had this lateral thought that I’m just kind of hooked on this imagined world thing, and I’m going to be hooked either way and I’m just trying to find some difficult gameplay so as to validate the feeding of my addiction. Kind of like if one was addicted to beer, and one started up a micro brewery to sell beers, as a way of validating it when feeding that addiction. It’s constructive, but it’s still just trying to make up for the addiction.

I don’t think that’s a real priority on designing difficult gameplay, upon reflection. It’s not a priority, it’s just doing it to try and make up for something else.

Hmm, I’ve often tried to figure out rules designs that are satisfying. No wonder it was so hard…it’s an addiction, it’s never satisfied. Atleast not for long.

Hmmm.

Free will – free of what?

There’s an old interview of an author I like, here, that I read again the other day.

On the other hand, I was dismayed to learn that at least one of the ‘future facts’ I pose in Neuropath has come true. Apparently, Professor John-Dylan Haynes at the Max Planck Institute devised an experiment where he and his colleagues were able to determine, via fMRI scans, what their subject’s choices would be seconds before they were conscious of them. Freaks me out just writing about it.

There’s going to be people who deny this stuff come hell or high water, just as there’s people who can’t abide evolution or the heliocentric solar system. Truth be told, I’m one of them. I believe there has to be something to my experience of free will, but all the credible evidence is piling up on the other side, and I’m not going to pretend otherwise. All I can do is stomp my foot and say, “No! It just can’t be.”

Because if it is, then nothing fucking matters.

This is just a sample and what’s been going through my head about his concern includes a bit more of that interview.

But basically, in terms of free will, what do you expect it to be free of? Free of connection? Free of links to anything else?

There probably is a part of the brain that’s like a random number generator and can generate impulses that come from a highly random source. That would largely be free of any link to anything else.

But apart from that, what did you expect free will to be free of? Everyone talks about the idea of free will being free, but no one ever says what they want it to be free of/thinks it is free of.

I mean, to put in a crude example, don’t you hug your loved ones? Or do you want to really be free of any real and genuine link to them? “Oh, but it’s a neurological path, an actual mechanical firing of impulses, that then fires more impulses in my mind and so on – it’s just machinery!”. Yes, it’s an entirely money where your mouth is set up (one might say no mouth at all) - it’s all deeds instead of words! It’s all machine doing that connection, instead of just thinking of it but being free of actually doing it. What’s important? How that connection is made or that the connection is indeed made?

Goals met. Goals that originate in impulses from parts of the brain that are said to do with emotion, yes, but goals met all the same. What’s more important, that the goal is met, or that it’s met via some whimsical, fantasy free will thingie? In terms of hugging loved ones as an end, does the means matter more than the end? If you can’t do it via a particular means, does that mean that particular end does not matter!? What sort of screwed up priority is that!?

Or does that make me speak from a place that’s like a character from his books, called Kellhus? (and PS: My god, how obviously close to callous…)

There’s a ‘good’ for Kellhus, which is simply what most effectively allows him to achieve his goals. He is the perfect practitioner of ‘the end justifies the means’ rationality, or what philosophers call instrumental rationality. For Kellhus, the only thing that makes acts good or bad are their consequences. Since we seem to be hardwired, and are definitely socialized, to think that certain acts are good or bad regardless of their consequences, this makes him seem ruthless and unscrupulous in the extreme – nihilistic.

Hmm, no, I don’t say the end justifies the means. But taking it that justifying is the process of not failing certain goals, I don’t think there being a mechanical process that delivers those hugs to loved ones fails at any particular goals I have, atleast.

Service denial in discussion

There’s this thing, which I ran into recently on the forge and I’ve seen it quite a few times before, where you get assertion overload.

It’s kind of like the equivalent of a service denial attack – a bunch of assertions are given at once and apparently it’s entirely up to the other guy to probe, question and disprove them (if needed).

The thing is with that idea, it’s incredibly easy to keep piling on more and more assertions, usually in responce to those questions (like the old ‘if the earth rests on an elephants back, what does that elephant rest on’ ‘another elephant’…there’s always another fookin elephant). And alot of people who seem to believe stuff have many, many, many assertions to give. It amounts to a service denial attack, where the other guy is swamped in work.

I’m writing this in advance to say, no, your not making a point, your just swamping the other guy. Writing this in advance to show it’s not just some dodge tactic made up in the moment. Well before the arguement ever came to exist, this was written.

Provide supporting evidence for your assertions and even more importantly/more directly to the point, attempt to disprove your own assertions before giving them!!! Yes, attempt to disprove your own assertions – don’t give in to confirmation bias.

Or alternatively, tell me one assertion you had, but you disproved yourself because you found it faulty. Perhaps can’t think of any? Nothing you do is ever faulty? Is that god like perfection on your part, or have you been failing to actually weed out and disprove assertions on your part which are faulty? Is it someone elses job to do that? Even if it was, can they when you pile on a bunch of other assertions which you haven’t vetted for errors? And then pile on even more unchecked assertions when those get questioned, and so on?

Your a force on this earth, despite what you might think. Do you want to be applying that force onto other people in the name of those assertions, if you can’t name any you’ve weeded out as faulty in the past? Because unless you have god like perfection, if you can’t name any assertions you’ve weeded out, then they’re still in there and your acting upon other people in their name.

Certainty: A game

This is a game for three or four players, or more.

One player becomes ‘The certain’, figure out who in whatever way you wish. The first time playing this with someone, you may wish to only tell them rules 1-4, and say the latter ones have a special surprise if k

Another is the game manager (GM), probably the person who read these rules and initiated the game.

Everyone else are players.

Step #1, The player who is ‘The certain’ thinks up something he or she as a person thinks is definitely wrong. They tell everyone else this thing. 

Step #2, The ‘certain’ player then envision some sort of authority figure, like a politician or judge or police officer or such. This authority figure sees what the player thinks as wrong, as being right.

Step #3, The other players now take turns at arguing with ‘the certain’, as his authority figure, trying to convince him that thing is wrong. ‘The certain’, even though as a player he thinks it’s wrong, has to argue that it is actually correct and right.

He does not actually have to convince anyone at the table, perse. He merely needs the other player to be too dumbfounded for words or a gasp, and he gains a point. The person who is dumbfounded or a gasp may continue to argue if they wish, but each time they give a point and after giving two points, someone else has a turn. The game moderator determines if someone was dumbfounded or a gasp.

Turns do not have to go around the group in order (if two people are keen to go at once, flip a coin or such), but all the players get one turn each, before anyone gets a second turn.

Also if anyone can’t think of anything, that’s fine, they can pass on their turn.

Step #4, Every player gets three turns. Remember that anyone who can’t think of anything or does not wish to can simply pass on their turn.

Step #5, The reversal: The game moderator has had enough time (assuming he read these rules in advance) to think of a fictional situation where the authority figures certainty on the matter is likely to cause harm to other characters (children, women, elderly) in the fictional world, or even death. Important: In the fiction, at this stage, it only seems likely that it will. By the rules (based on a certain choice), it certainly will happen latter - but in the fiction at this point in play it only seems highly likely.

The game moderator presents this fictional situation to ‘the certain’.

Step #7, The ‘certain’ player now decides if his character goes through with what the character was certain of. HOWEVER, if his character decides not to, each time he goes to declare that, players get turns at returning the arguements ’the certain’ previously gave (as best the player remembers them, and twisting the words for effect is valid play).

Each time ‘the certain’ simply repeats a refusal to do it, the players as a group, get a point. Every time ‘the certain’ is left a gasp, the players as a group get a point. The game moderator determines if either of these occurred.

All players get three turns as before (ie, in no particular order except everyone has to have one turn before anyone gets their second turn). if they score two points that’s the end of their turn. They get to present roughly one argument in an attempt to gain each point. What qualifies as one, single arguement is slightly ambiguous and the game moderator can make a call on the player who’s turn it is, to now finish. However, if everyone’s sitting forward in their seats, this doesn’t really need to be done.

Step #8, If the authority figure goes through with it, after all players have had their turn, the thing that seemed likely to happen in the fiction, does indeed happen. If the authority figure does not, the fiction ends there, much as a movie might end upon the expression of a broken man.

Step #9, the points gained by ‘the certain’ and by the players as a group, are a sort of artifact generated by play, there to leave a nagging question as to who wins in a situation like this.

 

Copyright, Callan S. 2009

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