a multiplayer game of parenting and civilization building
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I still think an underlying problem with player retention is the effects of viewing players as expendable and the callous belief that their departure (and replacement by new blood) is inevitable:
The way it works is I keep making an amazing game, and keep making money, and the ones who want to get angry leave, and the rest stay, and new players come in every day, and .... well, the world keeps turning!
Dev doesn't care.
He thinks there will always be new blood coming in and some diehards who will stay, so the people leaving are not worth worrying about:
The way it works is I keep making an amazing game, and keep making money, and the ones who want to get angry leave, and the rest stay, and new players come in every day, and .... well, the world keeps turning!
Just cause we are in a box doesn't mean we are in a skinner box.
Skinner box I believe was to train animals to do certain things when a reward is given
How is that ohol?
We don't have rewards from an outside source
I didn't mean it is a literal Skinner Box. It does, however, share many of the features as do most games if you think about it more broadly than a 1:1 analogy.
In OHOL, you could imagine the blinking lights and levers as the various game mechanics, recipes, and ways players interact with the environment and other players.
For example, a higher chance of survival is the reward for successfully pulling the right lever (starting a successful berry farm), or learning from the success and failure states provided by the blinking lights (a player learning to stand on an item to avoid death by bear). When you survive, your rewards are the good feelings that come from contributing to your town, or creating items and achieving things you wouldn't be able to create and achieve if you had died, or making some meaningful memories with those playing around you, etc.
There have been people making comparisons between video games and Skinner boxes for decades now. Some people argue they are not good comparisons, others write whole guides about how to use the things learned from Skinner boxes to make games more addictive. I imagine there are plenty of presentations on the topic at GDC and similar design conferences (mostly how to expand on the basics of a "skinner box" informed design, though some presentations on how to make games more addictive and monetize them successfully are out there as well).
I am merely pointing out that when people say things like "stop complaining, it's an experimental game, after all!" they aren't that far from the truth because so much of pain/pleasure and reward loops that Jason has put into the game (and now magnifies with the rift) have similarities to operant conditioning.
A lot of the things people enjoy doing in the game play off of recognizing patterns in varied circumstances (e.g., finding a good starting location as an Eve among a procedurally generated infinite map), developing useful strategies for how to lay out farms or settlements that are functional and efficient, the most efficient ways to bootstrap a new village, etc.
I think a big part of people's anger is that, as players recognize patterns and figure out what buttons to press and what levers to pull to get their reward, Jason decides the game is too easy or shakes things up so much that those patterns and strategies become obsolete. The rift is a prime example of that, removing a lot of the fun people found with scouting out a new settlement location as an Eve, or exploring in general, or being able to move in any direction and start something fresh if the old village was doomed/etc.
People are frequently saying things like they hate feeling like they are caged in in response to fenced in towns, a frequent response to war swords. People feel boxed in by the game mechanics to live in failing or cluttered settlements because of the new eve spawning mechanics or the way the rift creates easily griefable resources exhaustion, etc.
I just wanted to point out that this is the "experiment" everybody talks about when shouting down detractors. The walls close in ever more, the buttons and levers yield fewer and fewer avenues for expressive, emergent gameplay, and at the core of it is a dev who thinks players suffering and not being able to do the things they enjoy is what will make his game 'amazing' and fun...
http://www.escapistmagazine.com/article … s-Use-Them
https://levelskip.com/misc/Skinners-Box-and-Video-Games
https://steemit.com/gaming/@ahmadmanga/ … abuse-this
We're still trapped in a very limited box.
And finally people begin to realize the truth about this "artistic vision" and this "amazing game" that is being developed.
It's merely a dressed up version of an old experiment in operant conditioning from the 1930's known as a Skinner Box (named after B.F. Skinner, one of the foremost behavioral psychologists).
https://en.wikipedia.org/wiki/Operant_c … ng_chamber
People are closer to the truth than they probably realize when they describe OHOL and its updates as an "experiment" and celebrate or complain about being treated like guinea pigs.
Enjoy your maze, rats.
I can tell you fancy, I can tell you plain: You paid for a crazy train ticket, so don't complain.
I am guessing it is because his entire post was arguing in defense of using the word "fag" as an insult.
Oops, my bad. Only skimmed that post when reading it on my phone and missed the core topic that they were discussing. Understand now. Thanks.
...
I don't disagree with your point, I'm curious what your objections to PXShadow's post are though.
Is it the mental hospital comment or the use of the word niggardly?
If it's the use of the word niggardly, well FYI, niggardly is often misconstrued to have a connection to nigger because of their similar sound, but they actually have no etymological relation.
https://en.wikipedia.org/wiki/Controver … _niggardly
I imagine this is precisely why PXShadow used the word, to highlight how people can sometimes mistake speech as hateful or offensive out of ignorance when it is actually a word that's totally unrelated to racism (though no stranger to controversy).
I presume this post is sarcasm, because if it isn't, it's fucking stupid.
Regulating spam is what you expect on a forum, and complaining against enforcing it is idiotic.
You would have nothing but garbage on your forum if you don't enforce it.
You presume correctly, and I'm glad you do, because if you couldn't tell that was sarcasm, then you'd be fucking stupid.
Regulating griefing is also what you'd expect in a multiplayer game that emphasizes social interplay, and enabling and encouraging it because it is "inevitable and interesting" is idiotic.
You would have nothing but garbage in your game if you didn't try to curtail griefing.
Banning Morti is cowardly.
Who cares he necroed a ton of old threads.
Forum grieving is inevitable and interesting.
Making a mess of the forums is totally within the spirit of this joke of a game. I have half a mind to start necroing threads too.
I'll just call it forum natural selection. Only the people with endless patience survive and the forum gets better from it.
Sounds like a rich and dynamic story to me!
So in that other game, you're also born as a baby to a mother in a family? you also have a life that can only last an hour before being born as another baby? Can you build a full civilisation with the help of other players? etc.
No. And I never said as much.
Here is what I said: "Having played both, I can tell you it is a fair comparison because both games are a simulation of sorts and both games are sandboxes."
Also, I'm amazed you refer to UO as "that other game."
It was the first massively successful MMO. It pioneered the genre and most of what you and many younger gamers take for granted in the online games and live services space.
To refer to it as "that other game" like it is some nothing title is like somebody who plays an indie FPS game calling DOOM "that other game," or an indie RTS gamer referring to Age of Empires as "that other game."
https://www.gdcvault.com/play/1016629/C … tem-Ultima
https://www.gdcvault.com/play/1024930/C … ima-Online
UO was infinitely more influential and many times better than OHOL will EVER be. Period.
That's my point there not only does it look very different it also plays different, so even if they have some concepts in common they are completely different in their approach.
The fact that they look and play differently does not mean you can't compare them based on some of their broader similarities.
They share a lot in common and the fact that you don't know much about UO means you aren't well qualified to say whether the comparison is fair or not.
They both are sandboxes, are both multiplayer games with FFA full loot PvP, both feature a persistent world with dropable items, both feature robust crafting systems where most of the meaningful items are crafted by players, they both feature player built settlements and communities, the main content in both is not themepark questing or killing mobs but rather interacting with the environment and other players.
It's erroneous to conclude they can't be compared based on aesthetics, or single details like being born a baby to a mother, or a time limit on your lifespan, or the extent that you build civilization.
Even though they are vastly different games, I can compare aspects of EvE Online with other sandboxes like Legends of Aria. One is a spaceship game, the other an isometric fantasy based setting, but both share some core features and therefore some of the design challenges will be the same in both despite their stark differences.
It's the same with Chess and GO. Both look different, both have different rules about how pieces move, but at their core they are both games of strategy played on a board where pieces are used to capture territory and/or other pieces. I can compare aspects of both games despite their major differences.
"And when you say things like if players are powerless then give them power, don't you get that the griefers get that power too? Whatever content Jason adds for players to fight back, the griefers can use as well..."
That's where you're wrong, maybe for individual griefers that's true but not as a group, OHOL is a community/cooperation game, you are born in a family and not as an isolated individual, if you have one griefer born in a family but everyone else is "good" and they have the right tools to deal with it, then they have the advantage of number and the griefer is alone.
If you give power to groups only like families then it becomes useless for the individual and it's pretty easy to make it impossible for griefers to be in group or to be more precise in the same family.
So if they are isolated they eventually become powerless or at least on par with other isolated individuals.
Nothing prevents that isolated griefer from using coordinates and joining up with their group of friends who all grief together, therefore becoming a cooperative group of griefers who can now use the same tools against other groups or isolated non-griefing players.
Especially with the way the rift has condensed settlements and people can use mods and discord to meet up in a relatively short time span, very little stops griefers working together from destroying whole villages.
While many born in a village will just be random players, not in discord or explicitly banding together, a small group of griefers (like complained about in this thread and others) whose sole mission it is to grief will bring havoc to non-griefing players and groups.
Every tool Jason adds to the game is just another thing griefers can use against non-griefing players. Just look at property fences, for example.
People still persist in saying "have you tried using fences?" and don't grasp how gates can be blocked, or fences can be used to trap people or wall off vital resources.
Yes there are ways around this, but honestly look at the recent threads and complaints about the rift and you will see that an organized group of griefers cooperating can make the game so unfun that people stop playing before they manage to thwart these kinds of griefing attempts (and then, their depature tips the scales even more in favor of that group of griefers).
Just look at the many veteran players who stopped playing and have said griefing is way out of hand. As more and more of them quit, it leaves less and less "non-griefing" players to cooperate and stand up against organized groups that will do whatever the fuck they want to do as Gitgood puts it....
If it was an ecosystem, imagine it is a herd of pack animals being preyed upon by wolves. Yes, if the whole pack sticks together and fights, the predators will be thwarted, but they naturally space out, they run, they get isolated (and some just move on to someplace with less predators). This means the pack animals left are fewer in number and more vulnerable to the wolves and the process just repeats over and over again until the game is almost all wolves and just a scant few pack animals left.
No i never played that game, but in the article i red it was clear that they tried to implement AI based solutions.
Keep in mind OHOL is a very different game in the way it works so you cant compare the two.
"they could form huge alliances" for example this isn't in OHOL at least not officially, and it's possible to prevent it from working.
Let me guess griefers formed huge alliances and harrassed regular players to the point they quit the game?
So you've never played the game, but can conclude the two can't be compared?
Yes, they tried ONE AI solution (among many), but this was already in a game that had given players all the tools you can imagine and more that would allow them to deal with griefers.
You can't just look at the one thing they did with town guards and assume that none of the other stuff you think will work in OHOL wasn't tried or present.
Having played both, I can tell you it is a fair comparison because both games are a simulation of sorts and both games are sandboxes.
And, in the beginning, UO had NO GUILDS, NO ALLIANCES, NOTHING OF THE SORT. What cooperative groups existed formed organically, or were maintained via forums out of the game. There wasn't in-game whispers, only chat bubbles that you could see on screen, VERY similar to OHOL (some players use a third party chat client called ICQ). Remember, this was the late 90's so there was no VOIP of any kind.
A single PK killed over four thousand player characters (believed to be responsible for thousands of people leaving the game). While PKs would band together, they very often roamed as a single player or just a pair preying on newer players or exploiting game mechanics to ruin another person's fun.
I'm just pointing out that when PKs roamed around and killed people, then some of the "good guys" would form ad hoc groups and fight them, but it was not a long-standing solution to this rampant problem.
Just as you think OHOL will somehow find a balance, the UO devs believed their community would find this balance organically (the failed solutions only came later, only ONE of which was the town guard stuff).
And when you say things like if players are powerless then give them power, don't you get that the griefers get that power too? Whatever content Jason adds for players to fight back, the griefers can use as well...
This is why the comparison to UO works perfectly.
All the tools, power, and abilities normal players had in UO were at the disposal of PKs too (who twisted them to ruin the gameplay of others).
Believe what you will, say it's not a fair comparison if you must, but I know what I know and I can see OHOL making all the same mistakes (and as different as they appear on the surface, the two games do share a LOT of similarities at their core).
Edit to add:
At one point in the game griefing will become as dangerous for the griefer as it will be for the regular player, you will see
Hope springs eternal (and those who fail to learn from history are doomed to repeat it)...
RedComb wrote:Yeah, I understand, but I also understand that you can't iterate enough solutions to totally solve a problem like this.
Other games more robust and vibrant than OHOL (with skilled designers) have tried and failed. They implemented tons of anti-griefing measures (all meant to answer griefing with in-game mechanics that would address various issues), and ultimately it proved an arms race against griefers that devs couldn't win, no matter how many solutions they coded into the game.
Here is a description of what I mean (everything from criminal flagging to a reputation system proved that "missing content" wasn't the sole problem):
https://www.gamasutra.com/blogs/RaphKos … Online.phpI red that story from your link and basically they failed because they tried to solve the problem for the players instead of giving tools to the players so they can solve the issue.
For example with the town guards and the notoriety system, every system that uses AI can be gamed, if you go that road you play a never ending game of cat and mouse with the "griefers".
But if you give tools to the players so they can use their judgement to a situation and have the ability to act then there is no AI and it's players VS players, it cant be gamed because there is no algorithm, and it's down to who is the more reactive, ressourceful, creative, smart, experienced etc.
So i'm not talking about tools that solve the issue for the players, but tools for the players so they can solve the issue, even against a group of "griefers".
Many of those examples were their later answers to these problems.
From what you wrote, I think it's safe to say you never played UO. That game was FFA full loot PvP everywhere (until the town guard stuff was implemented).
So, players always had the type of tools you talked about to police themselves. They could fight the PKs, they could band together to kill them, they could form huge alliances, there was nothing holding that kind of response back. But you know what happened? Thousands of players still left the game and ultimately the scales tipped in the favor of the wolves as the sheep abandoned the game world for "safer" pastures.
The UO devs only implemented the other stuff as a way to try to give their non-PKs a fighting chance.
The reputation system would flag PKs with a red name (so if you encountered them in the wild, you knew to be on your guard... but there were ways to get around this).
The in-game bounty system created a way that players could put up their own gold for the head of a problem PK. It was essentially a bulletin board and mercenaries could read and then hunt the PKs listed on it for considerable profit. And you know what happened? It became a "high score table" of sorts for PKs.
There was even a point in the game where PKs blocked off one of the exits to one of the towns with furniture placed on the ground. The only open exit was a single tile door, so when players would log in to the town and try to leave it, they were easily killed as they exited through the choke point. The answer to that one? The devs made axes able to chop furniture and players logged in en masse, chopped all the furniture and murdered all the PKs.
There were many examples of this kind of ebb and flow. At the center of it all was the already existent and fully fleshed out tools players had to fight PKs. The townguard stuff only applied in cities (safe zones) and most of the game was spent outside of this kind of place, so it was almost totally player versus player with no AI involvement just like you describe. And even so, the community couldn't effectively police itself. That is a laissez-faire utopian pie-in-the-sky dream.
There has probably never been a multiplayer game that gave more agency or tools to players than UO did. It was less a game and more of a simulation of a virtual world. As somebody who actually played it, and fully understands the solutions they tried to address player-killing, I can tell what you think will work for OHOL will not work.
UO was already a robust and fleshed out simulation at the point they started trying the other stuff. It had so many more tools and player-based counters to PKs than OHOL could ever hope to have. The sheer amount of freedom and boundless creativity players had is hard for most current gamers to grasp.
I apologize if the examples I cited don't fully communicate this fact, but I still contend that Jason cannot iterate himself to the point where players alone can overcome rampant griefing.
And, again, one of the biggest contributing factors to griefing in OHOL is the total lack of a persistent ID. Giving people endless anonymity from life to life makes it way too easy for them to grief with impunity.
I dont care if they make theyre own discord and grief but they're using the game's discord to grief and the moderator's arent doing crap. Make your own discord but this is disgusting that we are allowing people in the community to use the GAMES discord to greif.
All I'm saying is you can't exclusively blame the community for something the dev doesn't seem to mind:
https://onehouronelife.com/forums/viewtopic.php?id=6452
Considering his stance on griefing (and the way he's built a game that empowers it), it goes to reason that the discord will be just another avenue for griefers to do their thing.
This is the wild and crazy train you got on, after all.
"Buy the ticket, take the ride."
That's not in the spirit of the game to forbid someone (ban him) to play for his playstyle.
But to deal with these issue.
I never said banning people was the sole answer.
I said persistent IDs would allow the community to start to remember individuals who caused problems and then the community could actually address this kind of behavior.
Like, if you have a baby who is a known griefer (because you remember their persistent ID from a previous bad experience), you just let them starve.... or you keep an eye on them, possibly killing them when they do something out of line, or you warn people they might be a problem, etc.
My point is that the lack of a persistent ID is an example of that "missing content" that you mention, and this kind of an omission is totally a design flaw (because any virtual social space that lacks persistent IDs is begging for griefing and abuse of its players).
jason added curses and it was enough up until a certain point but now there needs to be another solution to that issue, you cant curse other families because now raiding and other actions that goes against would be punished but they are part of the game.
The game evolved from isolated settlements to multiple families and towns connected by roads, so measures to deal with those kind off issues have to evolve too.
It's probably one of the main issue he will deal with when coming back from his 2 week vacation.
Also if you're a group of griefers that use mods and make plans out of the game dont tell others to "gitgud"
Yeah, I understand, but I also understand that you can't iterate enough solutions to totally solve a problem like this.
Other games more robust and vibrant than OHOL (with skilled designers) have tried and failed. They implemented tons of anti-griefing measures (all meant to answer griefing with in-game mechanics that would address various issues), and ultimately it proved an arms race against griefers that devs couldn't win, no matter how many solutions they coded into the game.
Here is a description of what I mean (everything from criminal flagging to a reputation system proved that "missing content" wasn't the sole problem):
https://www.gamasutra.com/blogs/RaphKos … Online.php
This is why MMO's today lack all kinds of features earlier MMOs had (like the ability to drop items on the ground). Because, ultimately, game developers realized the solution to 99% of the problems posed by griefers was to sadly take away the freedoms and open-ended features that produced so much emergent gameplay (and problematic edge cases).
And here is a snippet discussing the early attempts in UO to "let the community police itself" and the many futile attempts to code countermeasures to player-killing (i.e., the approach that adding "missing content" would solve these kinds of problem):
You red, you dead
Easily the most amusing – and horrifyingly frustrating – chapters of Koster’s Ultima Online reminiscing revolve around the game’s infamous early PvP mechanics. It’s clear the Origin team struggled with a naive sort of libertarian mindset when developing – or more accurately, not developing – the PvP at launch. As Koster’s now-ancient blog posts relate, the developers truly believed that their laissez faire “let the community police itself” philosophy was the best approach. You don’t even need to read Koster’s account; you can hear it repeated in the plaintive appeals of FFA PvP players even here in 2018, as the wolves desperately try to convince the sheep to come play victim in the service of the simulation.
“We must have playerkillers in UO because the world would suffer if we did not have them,” he once wrote. “But they also must be channeled so that their effect is beneficial and not detrimental. […] We don’t want to exterminate them completely anymore than we want to make rattlesnakes, black widow spiders, and sharks extinct because they fill a valuable role in the virtual ecology.”
Of course, we all know the story of how the rattlesnakes, black widow spiders, and sharks played out in practice: Rampant ganking and griefing and PKing drove players out of the 1997 sandbox by the thousands – “a truly distressing number of our new player acquisitions,” Koster laments – until the developers engineered countermeasures, patch by patch. They tried flagging. They tried a notoriety system. They tried reputation. They tried bounties. They tried a faction system. They tried guild wars. They tried newbie protection mechanics. But for every attempt to curb the PKs the devs put in, the reds invented some fresh hell for their victims, exploiting every ruleset change. It’s hard not to chuckle as Koster rattles off each new idea and how the players thwarted it (especially when I remember it happening!).
And that’s a theme Koster riffs on over and over – that “no matter what you do, players will decode every formula, statistic, and algorithm in your world via experimentation.” In fact, he argues, you don’t even need combat in your game for griefplay to be present (as anyone who’s read any comments anywhere can attest).
Eventually, the team, by then absent Koster, implemented Trammel, effectively creating mirror worlds safe from player-killers. “I wouldn’t have done it, personally, but there is no question that the userbase doubled once this went in,” he says.
“The result [of UO’s PK environment] was an exodus driven not only by the more modern 3-D graphics of [EverQuest] but by the safety. Everything I had thought about the impossible admin load of having a PK switch with a large-scale game was disproven in short order, and players wasted no time in telling me bluntly that I had been drastically and painfully wrong. In the name of player freedoms, I had put them through the slow-drip torture of two years of experiments with slowly tightening behavior rules, trying to save the emergence while tamping down the bad behavior. The cost was the loss of many hundreds of thousands of players. Ultima Online had churned through more than twice as many players who quit than EverQuest even got as subscribers that year.”
Even so, he frets over the loss to the verisimilitude of the virtual world. The griefer environment may not have been realistic, but it did create “endless stories and excitement, the stories that people tell and retell to this day,” as players were forced to work together to overcome the true evil in the game: the PK players themselves. That, he argues, was “empowering” in a way that “casual” post-Trammel player towns never were. Remember Kazola’s Tavern and the multiple PK guilds that ravaged Great Lakes, and the anti-PK guilds that rose up to fight them? I do; I was there, I defended Kazola’s, and I was once guilded with folks from one of the groups he mentions (SIN – I’ve written about that before). How many games have that sort of meaningful history? I can count them on one hand, and it’s no accident they’re all sandboxes. And what if participating in a genuine struggle against evil players – or figuring out ways to deal with the worst elements of society – “means [we] are more likely to dare to do it in real life instead of living in passivity”? In eschewing free-for-all games, are we just “giving up on the hard problem of freedom co-existing with civility”?
It’s intoxicating. But still maybe too idealistic. And Koster admits as much in essays written years after he’d moved on to new “experiments,” clearly having re-examined his ideas under the light of implementation and disaster.
“I like safe and wild zoning now. I really, really didn’t,” he pens. “I used to think that you could reform bad apples, and argue with hard cases. I’m more cynical these days. […] I used to think that people were willing to act communally for the good of the community. Now I know more about the Tragedy of the Commons and the Prisoner’s Dilemma and think that people are mostly selfish. This isn’t Ivory Tower theory gone looking for empirical evidence. It’s experience gone looking for explanation.”
The problem with your system is that griefers such as their group hold a large population, if they find out who messed with them, all they have to do is simply curse one of us and we get sent to donkey town. Remember they are more than seven people.
It's not my system. It's a point made by a game developer with a lot more respect and experience than even Jason "I now have 16+ years of experience" Rohrer has.
I'm merely pointing out that a major part of the problem is that you never know if the baby you had, your mother, or that person in your village is a serial griefer.
And if you kick them off discord... what then? People like that will still find ways to cooperate. They'll friend each other on Steam, make their own discord server, etc. There needs to be in-game solutions as well, not just enabling and empowering griefers at every turn because it's "inevitable and interesting."
As for a solution that avoids the cursing pitfall you mention, I leave that up to the guy with 16+ years of experience to figure out. It's his job to find solutions to these kinds of design problems after all.
He's of the opinion he's so damn good at game design, so it should be mere child's play to solve a problem like this.
I mean, game devs have been dealing with this kind of stuff for the last 20+ years, so such an amazing dev with so much experience must have all kinds of solutions to these types of issues.... right?
What a shame that all this amounts to is tit-for-tat name calling and drama.
As with so many times in the past, I cite a design flaw that is the core aspect of what contributes to this kind of griefing, but people steamroll past it to insult people, only to miss the forest for the trees.
Part of the answer to this kind of problem would be persistent IDs and stripping away the anonymity that comes with each new life.
Simply raging at the guilty individuals does not look at the real problem: OHOL's very design empowers this kind of community destroying behavior!
Take away people's ability to start anew and grief a fresh new batch of people with every new life and the broader community can start to remember certain players who always grief, focus on addressing serial bad apples, and might even have a fighting chance to deal with organized griefing when they encounter it.
But, no... these core design flaws will persist because 1) Jason thinks griefing makes for a rich and interesting dynamic and people blame each other for the griefing and don't look at how the game is supercharging it, 2) the game's community seems to turn away from cooperative play and more and more in favor of griefing as non-griefing players quit in frustration, and 3) the few remaining victims would rather sling mud at the bad apples than dig deeper into how the game's flawed design helps to create this kind of toxic exchange.
It seems people are more interested in focusing on the symptoms of the problem and not the disease that causes these symptoms.
Feel free to keep raging at individual bad actors all you want, but until the underlying causes of the problem are addressed, you're merely tilting at windmills.
Don't even know why I bothered with my previous post. It features a GDC talk where a legendary game designer overtly explains why total anonymity is a huge problem, but people would rather get personal, so it's just a futile exercise.
Edit: Made my post before I saw Slinky's remark about half of it possibly being Jason's fault, so my points don't apply to him/her.
who would have guessed anonymity turns us into full retards?
Yeah, I mean, it's not like this is predictable or the same kind of problem well-respected game devs with decades of experience have been dealing with since before the birth of MMO's, even going so far to explicitly give advice about this kind of thing from the lessons they learned from practical experience working on various games and hosting various online communities.
Raph Koster (one of the foremost designers in the industry, having authored books about game development and given numerous talks about it at various conferences) has called out anonymity and failing to give players a persistent identity as a serious design flaw in any game.
He learned such lessons first hand during his duties working on LegendMUD (in the mid-90's) and later working as lead developer on Ultima Online (mid-late 90's) and SWG (early 2000's).
He even talks about how problematic total anonymity and a lack of persistent identity is during a presentation about best practices in moderating and creating AR and VR spaces during a talk at GDC 2017: Still Logged In: What AR and VR Can Learn from MMOs
I even wrote about this problem in OHOL three months ago, and I imagine others have complained about the issue long before I did. Here is the main crux of what I posted:
This is the problem with this whole concept of war swords and changing the curse system.
It is already incredibly easy to grief and cause strife between two otherwise peaceful families because your life in this game is so brief, you are likely to be born to various locations, and there is inherent anonymity when playing.
Since there is no persistent identity tag from one life to the next, players will never know if you are baddy or not.
Griefers, or those who just like to stir up shit, can game the system, can grow up in one town, discover another settlement within travel distance, /die until they spawn at the other settlement, go to the first town and start killing people. Start a war for no reason between the two, no repercussions, nobody will know who they were, just frustration and chaos for the people who were trying to accomplish stuff in both towns. AWESOME~! /s
To me, that is one of the glaring problems with this game (if the curse system is nerfed and there is no "report" or "mute" features).
Players can be bad apples and you can never learn to be on the lookout for them because in their next life, they will be somebody totally different (unless they are an Eve and always name themselves with a particular surname and name children a particular way, and even then, that is them voluntarily making it obvious who they are).
Griefers and bad actors can just hide behind the RNG and anonymity and wreck all the progress of others in the name of their fun, all because of the game's mechanics.
There is no persistent identity tag, there is no way to flag people or report shit that crosses the line. I understand there is not really the infrastructure for that, but if you're going to create a virtual sandbox, you have a responsibility to address issues like this.
This is a serious problem, like when I saw people spouting N words and racist crap right after the change to genetic diversity in offspring. I was dismayed that there is nothing that can be done about reporting them even though I probably wouldn't have in the first place.
I'm normally very pro-free speech, even tolerating disgusting and racist speech as long as it doesn't take away the rights and agency of another person, but when there is absolutely no recourse for players to report problems, it creates a huge issue with harassment and griefing in this game.
You can't even mute people, which is merely a bandaid for really bad issues, and not only is there no purposeful answer to this question, things like nerfing the curse mechanic and empowering griefers with war swords just seems to add powder to the keg.
@ Jason Rohrer -- please see the segment starting at 6:45 of the following 2017 GDC presentation by Raph Koster discussing responses to harassment in virtual realms titled Still Logged In: What AR and VR Can Learn from MMOs
Raph Koster wrote:If you host an online community, you are on the hook.
If you don't have the wherewithal to be on the hook,
don't host an online community.Also, at 12:53 he discusses the harm a single player can inflict upon retention, potentially driving away THOUSANDS of players:
The worst offenders can chase away actual thousands.
And then at 13:19 he explicitly talks about the the importance of a persistent identity system, and how problem players can and will use anonymity to get away with their bad behavior with impunity if you allow them to.
If your social VR or AR system does not have a persistent account system with persistent identity that players invest into, you're effectively making every player get away scott free because all they need to create a brand new account every single time they log in.
^With OHOL, they don't even need to go to the trouble of creating new accounts, the anonymity and ability to come back completely unknown is baked right into the game's spawning system.
Granted, this talk is geared toward moderating social VR and AR communities, but it is taking lessons from MMOs (which I think share a lot of commonality with OHOL, at least sandbox MMOs).
I joke around because you all take this WAY too seriously and act like the world is ending when the game changes in a way you don't like.
Joking around is one thing, but sarcastically mocking people is something else entirely.
You can dress it up all you want about treating people as equals, but belittling people and pretending it's a joke is just a cowardly thing to do.
This did not come across as "funny" to me, except to the extent that you were making fun of somebody who frustrates you and a lot of other people around here:
No, Spoonster, I'm COMPLETELY RIGHT, always! Never wrong. Never have been, never will be. It's impossible. A truly great designer is never wrong. Well, I was wrong one time, but that was when I mistakenly thought I was wrong. So I was wrong about being wrong, since I was actually right! I felt like a failure that one time, though.
Furthermore.... There's the posts to JK HOWLING (and several others) where you mock them for saying they are done with the game.
I'm trying to have a good time. This is my dream job after all. I love this game, and I love working on it.
Somehow you want me to hate working on it. Or make me feel so bad about it that I quit?
And players are trying to have a good time. They love(d) playing your game.
People like Tarr made really logical posts explaining the things he found endearing about this title (teaching others, working together, building something great) and pointed out the stark contrasts that stuff has with your recent foray into the so-called "rich and interesting" stories derived from war and murder and mayhem.
Also, I haven't seen anybody say they want you to hate working on it or feel so bad about it that you quit.
You are playing the victim here and putting words in people's mouth, or at the very least, attributing a sweeping generalization to all of us that we think something that maybe only a "vocal minority" of players think or thought.
I love my players....
BUT... the truth is that players have changed over the past 10 years. They have gotten very angry and pushy and demanding and negative and entitled.
I'm not sure exactly where it is coming from, or why it changed.
But it's not just me experiencing it. Every game developer experiences the same thing. They're out to "get" the developer or "show" them a thing or two or "punish" them with negative reviews.
"I love my players.... BUT...."
So, playing the victim again and now blaming the customer too?
Talking like that makes you sound like just another "woke" pretentious creative who thinks all the blame rests with the fandom. You can proudly join the likes of Rian Johnson, Dan and Dave, Brie Larsen, Alex Kurtzman and all the rest who call their fans nazi misogynists and blame them for their projects under-performing, even when their creative output just wasn't very good.
And to pretend there haven't been caustic critics who destroyed artists since time immemorial is laughable. It's hardly a new development.
Many Platonic dialogues are full of Socrates tearing down his contemporaries (calling philosophers morons, playwrights hacks, students lazy oafs, his fellow citizens dullards), Edgar Allan Poe used to eviscerate his peers when critiquing their works, there used to be riots and bedlam throughout history at various opera and play houses when controversial works were showcased, several Elizabethan critics bemoaned various plays and playwrights (one of them even called Shakespeare a fraud, who in turn castigated critics in several of his plays), fans booed Bob Dylan all throughout his 1965-1967 period when he went electric and "turned his back" on folk music, etc.
While some of those are cases of fans or critics being short sighted, and some are cases where the fans and critics were correct, all are examples that audiences and critics alike have always held various creatives to high standards and were not shy about sharing their dislike or dismay with them, loudly and sometimes even violently.
Perhaps the truth is that creatives have changed over the past 10 years and are just too thin-skinned now. They have gotten very condescending and contemptuous toward their fans, and preachy and tone-deaf to their audience, and are totally out of touch because they operate in a bubble of other creatives like them who do nothing more than agree with each other about how bad their customers are in an echo-chamber of denial.
I think creatives just can't stand that consumers have a voice now and can actually express themselves in a public forum in ways that make waves. I don't pretend it amounts to much more than a tempest in a teapot, but you are the one complaining about how demanding and entitled and angry players are, so fan ire must mean something more than nothing at all.
I find it rich and interesting. Quite a story, indeed....
Like, who do you think you are to come in here and make demands and threaten me or sue me over the game that I'm making?
And now who is the entitled one here? Talking like that, you act like we are only allowed to do one thing when in your august presence: kissing your ass.
And what a crock of shit to compare me or anybody else here to the people who threatened to sue you. In fact, I told that guy to stop being so obstinate and just take you up on your offer to refund, but yeah, I'm totally threatening to sue you somehow because I agree with other people that it makes sense to stop playing OHOL.
It seems that instead of dealing with critical voices, it's easier for you to play the victim and paint us as villains, lumping us in with people we have little in common with and attributing us with the same behavior as the most extreme examples you can point to....
I'm making the best game that I know how to make. I don't owe you anything else.
So you bemoan how entitled and demanding fans are, how uncivil people are when they deal with you, but you don't owe people who express their criticism without threats of legal action or crazed rancor a modicum of respect? Guess you don't owe us the same kind of dialogue and civility that you seem to expect from us.... what a hypocrite.
You demand respect and civil conduct from 70,000 people, then lump all critics in with the worst of the worst. Demand respect, but you demonstrate a total lack of regard or respect for us as people or players.
And you act like you are entitled to our praise and fawning and money, but you refuse to show even a hint of respect to us for what many here have brought to your game (and for collectively contributing to your livelihood). Instead, you sarcastically mock us and push our feedback aside like we are the unwashed masses who don't deserve to bother you with our take because we don't have the prerequisite 15 years of experience as a game dev (and you claim you're "just joking" when you belittle people because we take everything too seriously, as if that makes it right to treat people like shit).
You're just one person out of 70,000 people with 70,000 different opinions.
As you are just one game dev out of thousands of devs with thousands of games we can chose from....
You're going to "vote with your feet?"
That's just not the way this works. There isn't going to be some kind of grand revolution here where you're the hero and you finally dethrone me.
Voting with our feet is very simple and yes, it is very much the way this works.
People stop playing. They go elsewhere for their entertainment. That's it.
The many players like Tarr who did a lot of QA-type stuff for you pro bono simply moves on and applies his passion and ingenuity to other games, helping other devs, where his insights and time and energy are actually appreciated and not brushed to the side because some narcissistic dev can't take critical feedback.
There is no delusion we are going to "dethrone" you (though using that word again shows that you clearly think you are above us as you lord over us). The comment that it was good to see people vote with their feet was just pointing out that people who brought a lot more to this game than you realize are fed up and they are moving on.
The way you've treated them and have been so callous toward their genuine feedback is shameful and it's a good thing they move on to play something else where the devs actually don't treat them like they are fools who should grovel at their feet. Despite how you act like all the other devs out there just blow smoke up their customer's ass, there are devs who actually appreciate the passion and devotion their players bring to their game.
The way it works is I keep making an amazing game, and keep making money, and the ones who want to get angry leave, and the rest stay, and new players come in every day, and .... well, the world keeps turning!
Until it doesn't work that way.
If you're honest with yourself, most of the people who would play a niche product like this have already bought it, discovered it, and played it. Out of the 70,000 voices with 70,000 different opinions you are so quick to demean, how many stay vs how many leave? When I look at the server numbers, the most I see during peak times is around 90-100 people. Not sure how many that translates to for a whole 24 hour period, but I would guess it's several hundred at most.
So, out of 70,000 people who already discovered and bought your fairly niche game, you retain maybe a few hundred diehards?
Even with new player acquisitions, you really think it doesn't matter when longtime players throw up their hands in anger and give up in frustration?
And isn't your promise to keep updating this game for like two more years? You really think you're on pace to make it like everything in the trailer and have some huge success when you've already alienated the vast majority of the people who were interested in a title like this?
I mean, I've literally had THREE people threaten legal action against me over the past year. Two were over a change to the game that they didn't like. Really, what planet are you on? This is a VIDEO GAME that I'm making. You can't force me to listen to you!
I'm on the planet where I am not one of those THREE people (out of 70,000), but for some reason you keep playing the victim and attributing the unwanted actions of a TRUE vocal minority of THREE unhinged people to the many of us who are merely saying things like "warswords are terrible, property fences are terrible, rift update is terrible, we give up and are moving on!"
If you want to have a good time here---which is why you're playing a video game, right---I suggest you settle down a bit, take it down about 5 notches in terms of passion/anger/indignation.... and just try to enjoy this process. Why do you want to feel angry? I do not want to feel angry myself.
"Settle down..." says the guy who sarcastically belittles people repeatedly, mocks them when they post that they are leaving, and plays the victim and acts like every critic is on the level of a mere THREE people who have threatened to sue him.
Why don't you take your own passion/anger/indignation down about 5 notches and really reflect on the heartfelt feedback of your players?
After all, they are only giving it because they want to have a good time while playing your game, right? They want to have fun and be happy. They don't want to waste their time and then be made to feel a moron when they bother to let you know they don't like something you've done.
It's going to be wild and crazy. That's the train you got on. It's not for everyone, of course.
Yeah, clearly it's not for everyone, hence the "voting with our feet" comment, a sentiment that around 69,000+ people apparently acted on too (even though they supposedly all have different opinions -- funny how they managed to agree on one thing though: that they didn't want to keep playing your game anymore).
As far as "treating you like dirt" well... not sure what you mean. I treat you like real people. I respect you enough to tell you what I actually think.
I'm all for honesty and real dialogue, which is why I find it so laughable that you excuse away your atrocious way of demeaning people as merely treating them like real people, but go hysterical and liken them to sue-happy entitled brats when they are merely "respecting you enough to tell you exactly what they think"..... It's funny how you claim to dish the truth, but you can't take it worth a damn when the role is reversed.
I'm not going to plaster on a fake smile and say "yes sir, so sorry you didn't like this update, I will fix it right away." and then actually do nothing. That's the kind of "customer service" that you're used to, but it's total BS.
THAT is actually treating you like dirt!
What I do is treat you like my equal, which means not blowing smoke up your ass, not feigning modesty, not pretending like you're an expert game designer, etc.
Hey, it's your call. Everybody knows you will do what you were going to do anyway, but you could at least show that you actually really listen to people and consider what they are saying instead of openly mocking them and throwing it in their face about how laughable you think their feedback is because you think they are taking things too seriously.
People aren't asking for lip service or token gestures. But, they damn sure aren't looking for flippant replies or you treating them like they are beneath you (then claiming you're just treating them like an equal).
If you were doing something that really upset your family, like drinking too much or isolating yourself, would you honestly react to their complaints with hysterics, sarcasm, and mockery like you have here? Even if you thought they were being ridiculous, would you talk to them the way you talk to your players?
"Hey, Jason... I think we need to talk about your sullen attitude and you isolating yourself from us too much."
"OMG YEAH RIGHT! I"M SOOOOOO ISOLATED!!! JUST LIKE RIGHT NOW WHEN WE ARE TALKING!!!! TOTALLY ISOLATED, RIGHT!? WELL THEN, I PROMISE I'LL DO SOOOOOO MUCH BETTER WITH SPENDING TIME WITH YOU BECAUSE A PERSON LIKE ME NEVER MAKES A MISTAKE!!!!!! DO I!? WHO ARE YOU TO DEMAND I SPEND TIME WITH YOU!!!? YOU'RE LIKE THAT TELEMARKETER WHO CALLED ME THREE YEARS AGO AND WOULDN'T LET ME HANG UP!!! AIN'T NOBODY GOT TIME FOR THAT!!!!!"
I contend you don't treat your players as "equals" or "real people," you treat them as just an annoyance you have to deal with to get a paycheck so you can continue to make your art.
Looking at how you talk to us, I think you take your players for granted and don't realize the benefits of the time, energy, and money that they bring to your vision. And that right there is the crux of the matter: YOUR vision.
For, even though you are the sole person making this, and even though we lack 15 years of experience and yadda yadda yadda, this isn't your vision exclusively anymore.
Lucas might have created Star Wars, but that story and those characters are part of the culture now. It has transcended the vision of one man and entered the cultural lexicon as a modern myth that the masses will carry on despite what corporate overlords and "woke" creatives would have us believe. Same with Roddenberry, creator of Trek. Fans kept that IP alive for decades long after it's cancellation. His utopian vision of the future (that hamstrung writers and producers on TNG) ultimately crumbled as his health deteriorated and he passed. This led to the brilliantly dark and gritty aspects that make DS9 so great (or terrible depending on the beholder).
In both cases and many others, there is a point where the "ownership" or vision of a piece of art becomes shared by the broader society. Trek is more than Rodenberry's utopian "Wagon Train for the Stars", including the nonsense that is ST: Discovery and the disappointment that the Picard series will likely bring. And Star Wars can move beyond Lucas' obsession with spaghetti Westerns, Campbell's mono-myth, and Akira Kurosawa samurai movies, and perhaps morph into other things (that I don't much care for) to meet the tastes and fancy of new generations.
You are but one person creating this "vision," but it is a vision that requires many people to populate it, to breathe life into it. You are not the sole dreamer of this dream, but if you want to act like you are and drive people away, more power to you. There was a very special vibe to your game prior to warswords and all the recent changes. It was a breath of fresh air to cooperate and care for others instead of trying to kill, kill, kill.
But, if you insist on being the sole dreamers of dreams and treat your community like disposable ants to be discarded and replaced regularly, then despite your assertions, this will not turn out to be something amazing. It will be a nightmare.
The game not being good enough is the main problem here. So keeping the game the same, to make a few vocal people happy, is just not going to work.
The game needs to get way better.
So do I care about losing players? A little bit.
But I'm much more concerned with making a truly amazing game.
OHOL is NOT truly amazing yet. It's pretty damn amazing, but not there yet. It will be, though.
If I eventually make a truly amazing game, I will win all those players back 1000-fold.
A truly amazing game will make even 70,000 players look like small potatoes.
You are taking the old adage of dancing with the one you brought and flipping it on its head.
You have zero respect for the people who put their money, time, and passion into loving this game.
Marginalizing them by calling them "a few vocal people" and playing off their loss like it's small potatoes says everything about what you think about your players and what they contributed to this game.
You had a faithful, passionate, unique fanbase and forsook them for some pie-in-the-sky dream of all the players flocking to your game after some magical point is reached where it's an amazing game.
Here's the truth: The really great thing about this game, and the thing that made it special and amazing was its COMMUNITY, not your recent hair-brained and half-baked design choices.
Have fun iterating your way to hosting a ghost town, all the while waiting for eternity for legions of new players who will never arrive.
Your rotten attitude and contempt toward your players is why a lot of people leave negative reviews. They might site specific updates or changes, but the way you treat your players like they are beneath you and have nothing valid to add to the dialogue is off-putting.
I still don't understand why you make snarky comments and snide remarks when people make farewell posts, especially people who made a forum account just to voice their displeasure and say goodbye. That is somebody who paid money to play your game, who found something they liked about it, and then you shit all over them and mocked them to their face. It's the behavior of a bully.
Why do you hold us in such low esteem? Seriously, you treat us like dirt and think people's angry reactions are funny.
Well, I'm not laughing and I'm glad so many people are pushing back against you and voting with their feet.
If I had to guess, I'd say you realized you weren't going to sell that many more copies of the game and that continuing with updates and keeping the servers up wasn't worth it, so you're sabotaging your own project. Whatever, that's your choice, but you don't have to denigrate your players and treat them like they don't deserve to breath the same air as you.
I'm glad I stopped playing months ago. It's a relief not to witness these terrible changes first hand.
It amazes me that Jason doesn't grasp that he's driving off more and more of the peaceful players and leaving nothing but griefers and disgruntled people playing the game.
Have fun with your torture porn, Jason.
You aren't as wonderful as you think you are.
You need to stop loving the smell of your own farts.
I hope one day you realize that being humble and critical of one's self is where real growth occurs.
People who tell you you’re awesome are useless. No, dangerous.
They are worse than useless because you want to believe them. They will defend you against critiques that are valid. They will seduce you into believing you are done learning, or into thinking that your work is better than it actually is. Especially watch out for the ones who tell you that nobody understands your genius.
Honestly, this is going to sound horrible, but self-doubt is one of your most powerful tools for craftsmanship. None of the designers you admire feel self-confident about their work in that way. None of them think that they are awesome. They all suffer from impostor complexes the size of the Titanic.
I am not saying that you need to lack confidence in yourself. (Heck, you’ll never put anything out if that’s the case! You need to have the arrogance to assume anyone will care in the first place). I am saying that nobody is ever done learning, and people who tell you you have arrived will give you a sense of complacency. You should never be complacent about your art.
Jason's attitudes that a 10% murder rate is just about right is why I don't play the game anymore and haven't for over a month or two.
He doesn't consider that some of the death by starvation/animal comes after a person witnesses a murder spree and suicides in frustration.
If I watch my village killed, and the people I grew to trust savagely decimated, I don't want to keep living there and just starve or go stand on a snake.
And right there is proof that 10% is a lot more murder than Jason believes...
In English, the word decimation is used to express a horrible loss of a fraction of something. It is derived from Latin, decimatus, which was executing every tenth man chosen by lots as punishment.
A 10% loss of something is considered so traumatic there is a word used to describe it. Just let that sink in, Jason.
A 10% homicide rate is NOT normal or just about right. It's terribly high and makes the game unplayable.
Our language reflects that loss by one tenth is horrific, so why won't you accept that 10% is way too high?
decimation
1. to destroy a great number or proportion of:
2. to select by lot and kill every tenth person of.
First, @AdelaSkarupa... I wrote what I wrote and specifically added this to address your kind of objection:
And yes, I realize this is comparing a game to real life, but I just want Jason to consider that maybe 5% is still pretty traumatic to people who might think OHOL is simulating civilization, which is one of the answers some people give to complaints about the warsword, btw. ("stop complaining about the warsword and murder, this game is a simulation of civilization" etc)
If you'd like, I could find quotes of people who said we had no business objecting to warswords and violence in the game because this game is a simulation of civilization and war and violence are a part of that, so we need to just shut up because killing is part of civilization. But then when you try to point out how murder is only a very fractional, minor part of life, we get responses like yours "THIS IS A GAME!"
My point is that if we're going to have realism in that respect and in so many other respects, then why be selective about it when it comes to determining what is and isn't a normal amount of murder in the game.
You can´t compare in-game murders to real-life murders in a game that simulates civilization?
Well, it seems to be very important to compare
Pine panel production
Milkweed
Language
Climate and habitability...
Hell I could go on for a few minutes here.
That being said, the comparison is flawled for a different reason. I´m using this data https://en.wikipedia.org/wiki/Crime_in_ … ted_States
So if 4.5 is the actual number per 100.000 living people in a YEAR then in a lifespan of 80 years (a full life) you get 360 murders.Note the difference, because murder rate in real life comes as number of murders per 100.000 people a year not as number of murders per complete life.
testo's point of murder per 100,000 people per year is a good one. I'm not a math person and I realize this kind of comparison is apples to oranges.
However, I still think if you thought of all the "completed lives" in the USA (be they somebody who died at 80, or an 18 year old, or an infant who died shortly after birth), imagining 5% of those deaths being from intentional murder seems like an obscenely high number. That would be 5 of every 100 people who died (regardless of age) dying of intentional murder.
Again, I'm a math idiot so maybe I totally misunderstand, but I just think it is not normal in a civilized (or primitive) society that a 5% murder rate is "not that much."
I totally understand Adela's point that it's a game, but again, if people are going to hold us to the standard that warswords and violence have a place in this game because it is a simulation, then that degree should apply to other aspects of the game as well (including the murder rate).
You can't compare because the people committing countless murders in this game would never murder someone in real life.
Why would they never murder IRL but they would in a civilization game. Maybe there is something that real civilization has that the game lacks...
Well for one thing, you would likely end up in jail or you will have to be on the run if you murdered someone.
And here is the crux of the issue. There are no mechanics or means for players to police this kind of behavior in OHOL besides eye-for-an-eye retaliation after the fact.
There are no laws, no justice system, no jails, no handcuffs or restraints. No rule of law. OHOL is all anarchy with people being at the mercy of bad actors, and there is no order or social contract that people are accountable to... The cursing system used to be a band-aid solution to their omission, but now that it is limited to lineage-only cursing, it is a half measure at best.
So we have a game that simulates civilization, including war and murder, but has no rule or law or criminal justice system. And this is the real problem with introducing a feature like the warsword in a game like this. There is no accountability to murder and mayhem.
In "free" developed and developing nations, in "free" industrial and tribal societies alike, it is argued that people will naturally give up some of their freedom for the benefits of living in a community where their life, liberty, and property is protected (and there are punishments for taking any of these things from another person or group).
This is the core of the Social Contract Theory. Every "free" society relies on a rule of law and people believing that the trade off they make in their personal freedom is worth the stability and safety they gain by living within a lawful community.
People who refuse to adhere to this social contract (by murdering other people, kidnapping other people, and/or taking property that isn't theirs)... well, in a lawful society, there is an established system in place where those bad actors can forcibly be ceased, imprisoned, and punished in whatever way the people in that community thinks is appropriate.
Finally, I've mentioned this before, but another major problem with OHOL is the total lack of a persistent identity.
With every new life, with ever new name, you are totally anonymous again and can grief a whole new group of people again and again. There is nothing that can be done that sticks to you beyond that life. And nobody will ever know what a jerk you are unless you make a point of exposing your misdeeds on discord or the forums.
In real life, a person's persistent identity (e.g., biometrics like fingerprints) make it extremely difficult for them to assume a new identity and escape justice.
In this game, you just starve to death or get killed and reborn and, with the exception of maybe getting sent to donkey town if enough people in your lineage cursed you, you are free to murder and make war all over again without any repercussions to your actions. Future family members will never know you are a bad apple until you've done them dirty, and even then, within a few minutes you get away with it Scott free and you're free to abuse another group of people.
I've made these points before and I realize most people don't read what I say, but again, in a game where people say "you must accept war and murder because that is part of civilization and this game simulates civilization," well where is the justice system and social contracts then? Where is the persistent identity that establishes you a friend or foe of the "lawful" community? Why does realism only apply to features you want, like the warsword, but not to features like persistent identities, or a justice system, or even a reputation system?
(P.S. Raph Koster and the Ultima Online devs tried many of these very solutions to address the rampant player-killing in the granddaddy of all MMO's, and all of their solutions failed, but that's something else I posted about that was ignored, so whatever)
Morti
Is not about the challenge. The challenge was to change the temperature. This is about changing the rules of the game. It was supposed to be a game about building civilization and parenting.
Now, the basic principle of the game is - beware, because everyone can kill you. If someone is strangers, watch out 10 times more. Sad.
But haven't you heard? The murder rate is only 5%... Jason will point to numbers like that over and over again to dismiss people's complaints about the amount of murders.
FYI, the murder rate this past Sunday (a peak day) was 5%.
Out of 6261 deaths in the game on Sunday, 330 of them were murders,
To put that in perspective, 1060 people died of old age (which is pretty hard to do), which is more than 3x the number of people who were murdered that day.
95% of people in the game died peacefully on Sunday.
It's too bad he doesn't consider that the current murder rates in the real world is measured in the number of intentional murders per 100,000.
By region, the Americas leads with 16.3 murders per 100,000 people. In comparison, OHOL's murder rate would be 5,000 murders per 100,000 lives (300 times more than the 16.3 per 100,000 people number)
By country, El Salvador has the highest number of murders per 100,000 people (82.84). OHOL's murder rate of "only" 5% is SIXTY TIMES more than the most murder-plagued country on earth.
https://en.wikipedia.org/wiki/List_of_c … icide_rate
But, yeah... it's only 5%, so quit your whining. It's not like 5% would be insanely high in real life or anything. Nope. Totally normal for 5,000 of every 100,000 lives to end in murder.
And yes, I realize this is comparing a game to real life, but I just want Jason to consider that maybe 5% is still pretty traumatic to people who might think OHOL is simulating civilization, which is one of the answers some people give to complaints about the warsword, btw. ("stop complaining about the warsword and murder, this game is a simulation of civilization" etc)
I wonder if Jason will have the courage to ask players if they want swords of war?
Yeah, if only he had some way to do this...!
Like a polling feature that he could use for something like this instead of making a one off poll to prove naysayers wrong about a single update....
And if only he wrote the polls correctly and measured the preference of players on a 1-5 scale and not by very specific responses that fit his narrative....
And if only he took the results for what they were, the opinions of those who happened to be polled during a specific time frame and not a perfect representation of what all players think, especially players who had quit playing because of the feature he's asking about.....
Etc.
Wouldn't that be something!?
I think cursing should be a command or a mouse over option (possibly both), but I agree it shouldn't work until you are at least 5 years old.
There have been times when I had a baby a short distance away from town and the baby's first words to me were "U-F-A-G" when I had done nothing more than clothe them and give them a backpack from my dead mother's corpse (who I had been searching for and just found prior to my baby's birth).
So I set the baby down, walked a random direction so they wouldn't stumble upon town and get fed, and when they said "F" I told them no, they say rude things, so they die. They were mad but I'm frankly sick and tired of people who are born and act like total jerks from the get go. It's not funny and it's a waste of my time. They deserve to die and not to have any way to come after me for it.
I shouldn't be cursed for that. If a baby starts right off with homophobic and racist stuff, or just starting drama with people by spelling out "F U" and "U U G L Y" to people, mom's should be able to kill them without fearing retaliation.
I realize the flip side of this is bad mom's (like I had one call me a sex slave, and saw another one naming their kids "N-----"). It would be nice for baby's to be able to curse that kind of stuff, but I think that can still be covered by other players nearby.
This game has a bad problem with a few people spouting racist and homophobic nonsense. I play GW2 (world vs world) and I almost never see that kind of stuff (and this is in competitive pvp maps). Granted, people still rage at each other and there is plenty of drama, but the racism and homophobic stuff tends to earn instant bans, so it's fairly uncommon given the number of players...
Of course, GW2 has a "report" feature and people who actually look into stuff and ban players when there is a legit problem. I understand Jason is just one person and can't do that, but if he's going to leave it up to the community to police itself, the tools need to work better for doing so.