a multiplayer game of parenting and civilization building
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Well, you're currently "stalled" and slow/helpless with a bloody knife stuck in your hand for a while after murdering.
Ideas about making the murderer require the help of others to "recover" from the act of murder have been floated. Like, maybe murder is hungry work, and they will starve to death post-murder if a friend doesn't feed them.
BUT, this will make it very hard for a lone farmer/Eve to defend themselves.
Hmm... maybe it's not working?
Also, there is currently one way you can play in the same family twice in the same 3-hour period.... and that's if you're Eve.
If you're Eve, you have no lineage set, which means you get one more chance to get born into your family later.
This is kind of a nice side-effect, a bonus for being Eve. Also, Eve is much less likely to come back and grief her own village, right?
Maybe this is what happened to you, Turnip?
You may notice that a recent update to the server has your client always born at 0,0.
Well, you probably didn't notice this.... unless you were using a coordinate-sniffing hack.
The intention with this game is that when you are in the wilderness, you are supposed to be lost. You shouldn't be able to auto-navigate to your position of choice on the world map. This is what makes getting born in a village different than being born in the wilderness. This is also the whole point of the bell tower (to call wilderness people to a town).
Note that no coordinates are displayed in the game client. This is intentional.
Of course, a naive implementation of coordinates in the game protocol made sniffing easy.
But a true, hack-proof fix to this is also pretty easy. The server tracks your birth position and makes all coordinates that it sends you relative to that birth position. The map is relative, your moves are relative, and all other players moves and actions are relative to your birth position, which you see as 0,0.
Thus, the only hack remaining is one that helps you auto-navigate back to your birth location or other positions that you have visited in your lifetime, but the game already gives you home markers for this, so you don't even need a hack to do it.
I realize that a lot of people were playing the game using coordinate hacks and therefore playing a different game from the one that I designed. Many of them liked this other game a lot. A game where you could continue working on the same project life after life (after a long boring walk each time).
If I wanted to make a game where you could build whatever you wanted to build for hours and hours and hours, why would I kill you every hour? Why would I stick you in a different location every hour and make you walk back? Sounds like a pretty awful sandbox game to me. There are dozens of other games where you can build whatever you want without any of these annoyances.
But this game is different. What you build has meaning, because it matters. It matters because it will not last forever, and because other people will depend on it in the future, and because it can be lost. If it can never be lost, it has no value. If it is not going to be used by other people, it has no value. If you don't need your children to keep working on what you build in your life, those children have no value, and you might as well just let them all die. After all, you can always find your way back to keep working on it, right?
That's the entire point of this game. A legacy. And what is a legacy? Something that you personally keep working on for days? No. It is something that you LEAVE BEHIND. For someone else.
The fact that so many players can use coordinate hacks to play a solo or small-group sandbox game subverts the other systems in the game, and makes the sandbox version the attractor point.
If everyone is working on their solo project, babies don't matter, and parents are more likely to let them die. This means that, as a baby, you rarely get a chance to take over someone's legacy project. This means that your only chance at meaning in the game is to work on your own solo project. Which means that babies won't matter to you, Which means you will let babies die.
Furthermore, communication between parent and child does not matter. What is your parent's plan for the future of the village? Does it matter if you know? If they are coming back easily next hour to keep going, they don't even need to tell you the plan.
This game is about trans-generation collaboration.
Similar points hold true for baby suicide to attempt to get born back in the same village again. Everyone is doing this. I've even done it myself when testing the live servers.
But it creates the same vicious cycle AWAY from the best, most interesting version of this game. A version where every child is precious and represents the future of your village. A version where every child depends on their parent for survival, and wants to be part of whatever village they are born into. The experience of TRYING to be a parent currently involves more than half of your babies running away from you.... what kind of parenting game is that?
And if you think this is a game where you can pick your village, it certainly is a terrible version of that game. It often takes 5+ minutes of dying as a baby, or hard-resetting the client over and over, to finally "pick" your village. That has to be the worst user interface for selection in history....
Well, I fixed that too, today.
"Why baby suicide not working?"
On a high-population server, you can no longer be born into the same family line twice in the same 3-hour period. This does not affect servers with fewer than 11 players, and the cooldown time rises gradually from 11 to 50 players. I'm using the "boiling a frog" approach here, and as people get used to this, the 3 hours will inch up to 12 or maybe even 24 hours, allowing you to revisit a village tomorrow after many generations there have passed.
You can still return to a village for real, by hearing the bell and making a pilgrimage. I'll also be adding ways for villages to have unique-sounding bells in the future.
Distance on the home arrow is a good idea.... though the mystery is cool, so I'm not sure....
It is possible to reach even the farthest bell if you have a baby along the way and then your baby keeps going after you die.
However, the baby will not have your home arrow.... Hopefully, the bell will ring again in your baby's lifetime....
I'll think of a way to make a baby inherit a home marker to the last bell the parent heard before the baby was born....
The idea with the bell is that long-distance pilgrimages are possible, and an interesting aspect of the game.
I've taken a few pilgrimages myself in the game, and they were some of the most interesting stories that I have lived so far.
I found this bug and fixed it.
The fix will go live when the servers next restart.
Ozymandias
By Percy Bysshe Shelley
I met a traveller from an antique land,
Who said—“Two vast and trunkless legs of stone
Stand in the desert. . . . Near them, on the sand,
Half sunk a shattered visage lies, whose frown,
And wrinkled lip, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The hand that mocked them, and the heart that fed;
And on the pedestal, these words appear:
My name is Ozymandias, King of Kings;
Look on my Works, ye Mighty, and despair!
Nothing beside remains. Round the decay
Of that colossal Wreck, boundless and bare
The lone and level sands stretch far away.”
Yes, please email me and I will fix it. jasonrohrer AT fastmail DOT fm
Yeah, the most recent server update horked this, sadly
The first PU message for the kid is not arriving on time before the LN message comes through.
I don't think relations for any babies are coming through....
Whoa, yeah, had this happen to me, too... my own kid was no relation, but still inherited my last name.... weird!
I have a long recording of this...
If anyone can get a short recording of it, please send it to me by email.
If it says "No relation," then they weren't really your kid. You cannot name them. If you're in a crowded area with other mothers, perhaps it wasn't really you kid?
Sucks that it overlaps with the pond (and likely other things) like that.
I'll have to fix that somehow!
Sapling farm?
Some letters are easier to make than others, and only require one sapling each. Others require many saplings. R requires 3. I think that is one of the hardest letters. If you want to talk about me by name on a sign, you have to earn it with nine saplings.
I don't want signs to be easy, at all. I hate sign clutter in Minecraft.
A sign should be special and treasured. The posted/locked signs can be stolen and posted somewhere else. Signs are valuable.
Letters as currency?

There are signs. But what good are signs without letters? Think you can just type out your message with your computer keyboard? What keyboard? You're in the wilderness, friend. Letters don't just grow on trees.
When I was a kid, my father had one of those black plastic sign boards with removable white letters in the lobby of his business. When he wasn't looking, I re-arranged the letters to make the sign say something much more interesting.
Actually, this happened when I was an adult, not when I was a kid....
But how long do you really think your precious little message is going to last, knowing the kids these days? My father was not thrilled, and you will not be thrilled either.
So you gotta lock that sign. My father never thought of that. Apparently, in 35 years of running his business, he never fathomed that a bad seed like me would come waltzing through his lobby.
But there are no bad seeds in this game, so you probably don't have to worry about it. Try putting a second sign next to your first sign that says, "Please do not change the sign." Or was that "Inspect Neonatal Hedgehogs"?
Yeah, so, lock your sign, daddy-o.
And hey, since signs are containers, that means we can lock some other containers now too.
This is some kind of code bug, not a content bug.
There are probably a bunch more just like this, because I was changing the way transitions were generated to get locking and unlocking signs working. Oops.
Good point.
Joriom 17 The Jason
What do you mean, Kinrany?
Oh... that you can only respawn in a place if one of the available mothers is your grandchild or great grandchild, etc? And that you cannot spawn if the available mothers are your cousins only?
I.e., you have to have some babies survive in order to come back?
So for the griefer.... they'd be trying to have babies along with griefing.... and people would have to keep track of who's baby was whos to nip the griefer's family line in the bud....
Okay, this is an interesting idea....
But men can never return to the same village....
Unless men are the exceptions to this rule, and then people are trying to kill the male griefer's nieces....
Also, for those who say that griefing is not a problem anymore, or is not a serious or overwhelming problem, or that only a few vocal players are worried about it, or that it can be dealt with through a culture of shaming griefers, or whatever.....
....one of my friends said, "Can't you just ask them to stop?"
If the game allows this, it's part of the game, and people are going to do it. It IS part of the game, but having ways to deal with it is also supposed to be part of the game. Every civilization needs to figure out how to deal with this, both inside and outside the game.
Currently, in the game as it stands, I know that I could destroy every village, and I know there would be no way for them to stop me in the long run, even if they were paying attention and killing me whenever they caught me. I'd just keep coming back.
This is a problem. It doesn't matter what happens in practice, or what people will actually do. It matters that it is possible.
If it's not a huge problem now, there is potential for it to be a huge problem in the future. I'm not going to wait until it's a huge problem before I fix it.
Also, this doesn't affect friends' ability to play together, even on the main servers.
One person gets born somewhere, the other person waits a bit, and then baby suicides until getting born in the same place.
The only change here is that the person who is suiciding is burning through potential places to play later, but if all they care about is playing with their friend, it doesn't matter.
I.e., two friends can still suicide until they find each other.
Now, as far as making new friends goes, of course that can happen during a life. Not sure how you are maintaining that friendship in the next life even if you are in the same village (I guess you confirm that you knew each other in a past life in the same village once you are both old enough to talk?)
I want to make this part of the game more interesting, and make you work to find each other in the next life. Like, near death, you can talk to each other and make a plan. "How will I find you in some other village?"
Lots of good points here.
The thing about needing to let babies die to avoid overpopulation is true, so aren't you "wasting" babies if there's a lineage ban? Well, with this change, the influx of babies to your village would change too, because the same people wouldn't be getting born to you over and over. I.e., way less "baby spam" in general. Especially later in the life of your village, a baby being born might be a special thing that you're waiting for.
I am worried that this would make long-term civilization much harder than it already is... that's not the point of this change, so I'm trying to avoid that.
I thought that I maybe did the math wrong for maintaining a pop of 20 and how many new people you need per hour. But I'm pretty sure it's right. If you want to maintain exactly 20 people, there will be 20 people dying every hour, which means you need exactly 20 babies born during that hour to replace them. When grandpa dies, a new baby is born. So you cycle through 20 new people per hour to maintain your population.
Everyone wants to play in the big city, sure. And that means that people suicide to escape from primitive life, which means that no other cities develop. No one has to help build other cities, if the big city is always available through baby suicide. Why do so many fledgling camps die instead of growing? It's impossible to get something off the ground if your babies keep killing themselves.
The idea here is not that everyone will be stuck in a primitive life forever, but instead that multiple cities will be growing in parallel, all at different stages of development. The very best players will be working in all the cities, over time, instead of all focusing on the top city only.
Forking is a problem.... I do want people to be able to walk out and start a new village. I'll think about that more. Could be based on location instead of family line. You simply can't be born too close to where you were born before.
I think I'm going to use the "boiling a frog" approach here, and start by testing out a small lineage cool-down. Even a few hours would work wonders to stop repeat griefing of the same village and make baby suicide spam less effective. Also, I'll have it scale with population, so this will have no effect on low pop servers, and also won't be a great burden during slow times late at night. For the time being, coming back tomorrow will mean you get to live in the same villages again.
Anyway, if it works well, the cooldown can grow over time as people get used to it.
FeignedSanity and kubassa, stop fighting please.
One question remains about a lineage ban for everyone (where you can only be part of a given family once): will the lack of new blood doom a thriving village and prevent longer-term group projects? How likely is a village to simply "run out of babies" because they run out of new players to participate in their family line?
I just ran some stats, and daily unique players for the past 3 days (Sunday, Monday, Tuesday) are:
1044
906
889
Considering two days together, Monday and Tuesday, there were 1280 unique players over those two days. Thus, there is churn of 300-400 players each day.
If a village has 20 people in it which need to be replaced every hour, then it needs at least 20 fresh players born to it every hour to keep going. If there are 900 players to go through, the village can survive 45 hours before running out of people. Given that this is close to the all time record for a family line to survive, this seems pretty good. Add to that the churn of 300+ new players each day, and at the end of 45 hours, they should be have about 600 new people available, letting them go another 30 hours, at which point there will be 300 new people available, taking them another 15 hours, for a grand total of 90 hours. These are all back-of-the-napkin calculations.
And all this assumes that they don't ever go on a quest to recruit a new family line to their village (ring the bell, or whatever), which of course would let them extend their village as many times as they want.
Sounds pretty good.
And maybe there could be a glacial 24-hour cooldown on this effect, which is too long to wait out with an "I'll come back later" attitude, but would still allow you to "make the rounds" tomorrow and revisit villages you were once part of long ago.
Kubassa, this isn't a game that is meant to be played with friends.
Obviously, if you want to do that currently, you have to fight against the game every step of the way. Baby suicide on the main servers, or using a custom server setting to play on one of the vacant, high-numbered server.
If I wanted to make a game that was easy to play with friends, I would have made the game way differently. You would have a friend code that you could share to control who your mother was.
Heck, the whole birth thing wouldn't even be part of a game that was meant to be played with friends, since it doesn't make sense. The whole point is that a STRANGER is your mother, just like in real life. If I wanted to make a game to be played with friends, I would make a game where you and your friend were the same age and behaved like friends, not like parent and child.
So I'm not going to avoid implementing features just because it might make it harder to play with friends.
You have high numbered servers, and custom servers, if you really want to do that.
A repeat-lineage ban for everyone also gives the bell tower a real purpose.
If your old village is dying, you need to ring that bell to call new Eves to your city to start new family lines there. Deciding when to ring the bell can be really important, and the bell may be kept under lock and key until the right moment.
The pure ban is the cleanest way to do it. It's a rule that's easy to remember, can't be gamed, doesn't encourage a "quit now and come back in X hours" work-around, etc. And also, it's not like you will never see your city again or never work on it again. You just have to figure out how to pilgrimage there, which is interesting.
That said, if I was going to implement this, I might as well do it as a tweakable cooldown time. If I want it to be a ban, I can set it for 1000 hours or whatever. But I could also soften it... maybe two hours, or one hour. Still, any short ban will encourage people to quit and come back later. I'd only do that if it truly was impossible to keep a village going long term due to lack of new blood.
The idea of old-age granting you a "rebuy" into the same family.... I think that many skilled players will almost always live until old age, and just perpetually cycle in the same village forever. It becomes even more of an insider's club, especially if the babies are marked with golden halos or whatever.
The straight ban solution is interesting, because it has matching effects on both parents and babies. A baby only gets "one chance" to live in that glorious city, which seems unfair, but because they are precious, and the city is short on fresh-soul babies, they are much more likely to be taken care of and have a good life in that city. The current experience involves a whole lot of being left to die as a baby, even if you are born in a good city.
And the same is true for male babies to some degree. If this player knows what's up, and they happen to be born as male, keeping them around will be your only chance to have them be part of your village, ever. If you let them die, hoping for a female baby instead, that female may never come anyway.
Not sure that I've heard the notion of banning everyone from repeat lineage before....
That means that you'd pretty much only get a chance to play in a given city once, unless you migrated back to it with a different lineage later?
Yeah, that certainly aligns with the spirit of the game.
I'm trying to list all of the impacts this would have on the game, and there are tons of them, and many seem to be good:
1. Every life is truly different, meaningful, precious, fleeting, etc.
2. Being Eve means something. You are always founding a new city that has potential to grow into the next mega city.
3. Being born to an Eve means something (you are one of the new city founders).
4. Baby suicide won't get you back to the city, but will eventually just stick you as an Eve when you run out of villages to spawn into.
5. Every baby is precious, because there's a limited supply that will come through your village in the immediate future. If you let them all die, there will be no one left to be born to your village. That brand new, clueless player may be your only hope. Better train them up right.
6. Enforcement of law has enormous meaning. Easily deals with repeat, trans-life griefers in the same village.
Negatives:
1. Every city is always dying through lack of new blood. Once every active player has played in that city, the city will have no more babies. This concern might be imaginary, given the ebb and flow of the player pool, time zones, etc.
2. Seems to subvert the "two tribes" emergent competition. Villages are supposed to be competing for a greater share of incoming babies based on how good they are at producing food, warmth, etc. The youngest village automatically has an unnatural, insurmountable advantage. (Though currently, a young village has no chance if all babies are suiciding there, even if they are better at taking care of babies.)
3. The longer a player plays in a given day, the less and less interesting the game becomes. Perhaps they start in some of the biggest cities, but each life is in a less established city, until finally they are stuck being Eve over and over again.
Obviously, a lot of players like working on the same thing life after life. They want OHOL to be a different game than it's supposed to be, and they will be angry and vocal if I subvert this any further. I'm not so worried about this, because I do need to make the game I'm trying to make, and not remake minecraft creative mode with parenting or whatever.
I've always wanted dying in this game to be a HOLY FUCK emotionally-rattling moment. This life is over, I can't believe it, I'll never see any of you again, please remember me, goodbye, I love you all. I want you to physically weep every time.
I think the game is pretty close to this if you play occasionally. The first time you live to old age with your grandchildren running around you as you die.
But being born back to the same village in the very next life subverts this somewhat.
Being born back at some point in the future can amplify the meaning, though... like being born as the grandchild of your granddaughter.
Karmic ladder is already "magic" in a way.
I agree that the idea of introducing black magic to the game is not appealing.
However, we have a problem here: death is not as meaningful in the game as it is in real life.
Obviously, this is a good thing most of the time, because most people want to play the game more than once, or several hours in a row. A very serious death outcome would subvert that and make the game unplayable in practice.
But in some cases, the fact that death doesn't mean much is a problem. In the case of law in the game, it's a huge problem. If death is meaningless, then law is meaningless.
I've always been tempted to make death more meaningful in general. This really isn't supposed to be a game where you come back to the same village over and over on purpose. People have figured out ways to do this, however, through custom server selection, coordinate mods, and baby suicide.
But I can't figure out how to thwart this, in general, without also spreading players out too much. For example, I could enforce server assignment and then force players to rotate servers each hour, but that would take the current 75 players on server1 and spread them out 5 players thick on all 15 servers... not good. The same is true for forcing players to spawn in different areas on the same server each hour, or whatever. Spreading players out.
Anyway, these things would of course make death more meaningful, because you'd really be saying goodbye to your village, at least for a while, when you died. And this would naturally deal with a repeat griefer in the village too. Both griefers AND good players would not be back for a while...
But spreading players out isn't going to fly.
Still, we need death to be more meaningful in the case of law enforcement. That one case we actually cannot do without.
Thus, instead of reworking death in general, I'm tempted to rework just this one case.
And a cursing mechanic, as backwards as it sounds on the surface, is the most straight-forward way to do this.
The concern with griefers ganging up to curse someone seems pretty unlikely. The assumption is that good players outnumber griefers. If not, then it is hopeless, right?
Maybe there needs to be a way to both bless and curse, so that blessing someone can undo a curse. Thus, if three griefers team up to exile you for 30 minutes, it's easy for the good villagers to counteract this with blessings.
Another idea is that maybe people can add to the curse (or blessings) in future generations to keep the person away longer. So if you tell your grandkids the story of Abe Milford, and tell them to always curse him before they go to bed to keep him away, that tradition can be passed down. Likewise, someone else could be trying to keep the "Bless Abe Milford" tradition alive.
I mean, the reality is that Abe Milford can really come back in this game. This is unlike real life. I probably need to embrace this.
In this game, you play as a soul.