a multiplayer game of parenting and civilization building
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Wurm Online definitely seems designed to be a chore :]
If you don't know how to play it or have no friends who enjoy it - surely.
Hi guys, only been playing a couple days, but a couple things are obvious to me.
This game is going to sink or swim based on its players, not on Jason. This is very serious.
For the game to survive it's going to rely on dedicated players building, maintaining, and defending a culture of cooperation.
Let's put it this way: a good civilization needs good mothers. The emphasis on child-rearing is there in the game but not quite there in the players. Of the many many many times I've spawned, I've only once had a mother who did anything more for me than raise me out of childhood. Only once had a mother who tried to tell me "here's how you do this, here's how you do that."
For people who know what they're doing, it may seem like giving training to babies that might be experienced players is silly. But ultimately that training is not going to be about simple crafting and survival training.
Ultimately that training is going to be about culture.
For civilizations to survive is going to take a culture of cooperation, where efforts are not duplicated and no one's time is wasted. And that's going to require specialization of tasks, and that's going to require a system of communication that has nothing to do with the game's inherent UI, and that system of cooperation will probably vary from civilization to civilization, and newborns, no matter their experience level, will need to be taught the customs of the civilization they spawn into.
How is food collected and distributed? How is defense coordinated, how are weapons distributed, how are tasks assigned? How do we ensure the most efficient training of young in the latest and most necessary crafting skills? For a society as a whole to progress quickly, we can't have everybody trying to learn every recipe. We can't have people all making their own baskets, or clothes, or knives.
To accomplish coordination in these matters is going to require the development and continuation of actual civilizations with actual customs and an actual process for dividing tasks and an actual culture of childrearing that passes on those customs and processes to the newborn.
And players are failing at this ridiculously. Even in the most sophisticated settlements I've been born into, when I was old enough to ask "what do I do" the only answer I got was "help."
That's what's unsustainable, not any mechanism in the game.
For a truly great civilization, when a baby is born its mother will not just raise it, but try to find out what tasks it wants to do or learn, and help it find the person coordinating those tasks, and teach it the etiquette by which that particluar civilization assures that resources are equitably shared. A civlization lives and dies on cooperation. And cooperation lives and dies on childrearing, on the mother educating the young--even if they're experienced players--on how that particular civilization gets things done.
Developing and maintaining cultures will be the key to enjoying this game and helping newcomers quickly realize the massive potential and fun of the game. And that's not on Jason. That's on us.
Only in my most recent incarnation have I made an effort to create some organized cooperation in the crowd that I was born into. When I was old enough to talk I said "farm," indicating I knew how to farm, and then I started suggesting to a nearby person that we split tasks, with him getting water and me keeping the fields fertilized. But basically all I could say at that age was "I farm" and "you get water."
His reaction? He said "dumb bitch" and shot me with an arrow. This is a person who was otherwise helping the town grow. The mere suggestion of coordinated effort got me ruthlessly killed. And where was my mother? She was off doing things on her own, just like everybody else, trying to willy-nilly build a settlement by just hoping that everybody doing everything on their own would somehow build something lasting. Feh.
What lasts is culture. Create culture, and pass it down through child-rearing, or perish.
And not just perish in-game, but also in retention of new players. And thus, ultimately, perishes the game itself.
This is an old argument and this is how OHOL was a month ago. The talk is that the game became a chore, not a difficulty-based game. People are not complaining about game's playerbase here or being abandoned for not knowing the rules of survival here; it's a talk from other thread.
To sustain a playerbase, a game must turn back from being a chore. Game ~= Chore. It never was. No game in any universe is designed to be a chore unless you play it for a living competitively.
OHOL is sort of an MMO; at least the MO part of it? And when we're forced to switch to custom server because the update made the game uninteresting, and we paid for the game the way it was heading towards, are the players really to blame?
Intended game feature
I'm done. I respect the developer but the game didn't go in direction I wanted it to go to. I just wanted a relaxing and realistic experience, at least to the point. I didn't play the game for weeks now. The game isn't bad, it'll still appeal to most.
Besides. I was promised 100 new items a week. *shrugs*
DOn"T DRAIN FFS
Played DF long ago, for a long time. Now you making this thread kinda makes me want to return.
Maybe.
Have just this one server who won't reset from apocalypse. Just for those who bought the game expecting that feature to stay. I'm okay with apocalypse - it gives new perspective.
i tried that a bunch of times it didnt work, but nevermind im convinced that my pc is the problem, thanks
Just place the game folder on your Desktop... It's written there on the second paragraph of the first question.
Yay. Way to make roleplay OOCly political.
TrustyWay wrote:Portager wrote:This.
Do it.
Short answer: No, Jason will not do that. You don't even need to ask.
I asked.
Also. This is a griefing problem, not a 'village guard' problem, as there's no way to grow trees or botanize/forage for seeds from grass. This behavior discourages players to stay in the game. Sounds to me like you're supporting these actions, hence the attitude.
Floors with bear rugs also increase the temps I believe.
Indeed. It's not a building the village simulator. There's Minecraft, Don't Starve and in one way or another, Kenshi, for that. I think Jason knew very well what was going to happen with the freedom he gave to players. There's definite difference between griefing and murdering.
Kind of a problem. Current solution is clicking on your backpack sling which goes on your shoulder to waist.
KERFUFFLEEEEEEEEEEEEE
THE KNIFE
IT KILLS PEOPLE
Jason, could you look at server logs and see who did this and remove his access from the game?
This game isn´t fun anymore.
Today in a town we got 4 Killers in 20 min.When Jason wont make an update he can Play this game alone
Make it me and Jason. So that's two.
God bless this. I only play on server 3 recently.
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