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a multiplayer game of parenting and civilization building

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#376 Re: News » Update: Table It » 2020-03-09 16:49:50

Hand sanitizer gel next week.

Sign of the times.


Also, don't believe the hype.

#377 Re: Main Forum » Trading » 2020-03-09 16:05:29

Probably these other players just don't have the knowledge to even understand your request or how to fulfill it.

I've been born in Qin town several times over the past few weeks, and there's always water around, but no oil.  When I walk around asking people where they're getting water from, nobody knows.  Where are you getting oil from?  Again, nobody knows.  There's no pressure currently, because of water reserves, so they're kinda coasting on the work of previous generations, for now, and they don't need to know right now.

So if you go to a brown village and ask them for rubber sap, most of them probably don't know how to get it, or what it even is that you want, or why you want it, or why they'd want sulfur in return.

This is one reality of a multiplayer game with new players coming in ever day.... and it's okay, I think.  It's not all that different from going into some isolated jungle village in real life and trying to get them interested in some lithium ion batteries.  They're like, "Huh?"

Also, this is part of what I mean about the "social challenge" of this kind of cross-cultural cooperation.  Once you find them, there's no guarantee that they will cooperate with you, for a whole host of reasons.

Maybe you have to teach them how/why rubber is good, across the language barrier...  and THAT is what I mean by "social puzzle gameplay."

It's the kind of thing you read about in philosophy or anthropology books.... but here you are, actually doing it, in a video game.

Standing there shouting "gavagai".... (look it up)

#378 Re: Main Forum » what is the point of places? » 2020-03-09 15:55:21

The "places" currently don't offer any benefit directly.

However, the score itself offers a few benefits.  You get more tool slots, and your stomach doesn't get as small in old age.

#380 News » Update: Table It » 2020-03-06 01:48:37

jasonrohrer
Replies: 17

3H26iwm.png

Someone observed that you can't put plated omelettes on the table, which is weird.  Of course, no plated food is containable, because you can't shove it in a backpack or storage box---it's a plate of food, after all.  The table is also implemented as a container, which means that plated food couldn't go on the table.  Up until this point, an object was either containable or not, and beyond that, the only granularity was the required container slot size.  Tables and storage boxes can store larger items than backpacks and baskets, for example.  But there was no way to say, "plated foods can only be stored on the table."

This week, I added a named tag system for containable items that can only go in certain types of containers.  All the plated foods are containable, but earmarked to only be containable on the table.  This new property was added to 39 objects, so there's now a huge variety of new table-top items.

This feature can also be used in the future for other special types of containable items.

Let there be green paint and green walls.

Behold, a much-needed Dung Box.

May you plant sapling cuttings directly from your shears.

May letter stock be three times more plentiful.

And several other fixes.

Still working my way through the list of reported issues.  Only 108 left.

#381 Re: Main Forum » Jason, if you like restrictions here's another. » 2020-03-06 01:37:50

Well, a lot of things in the game have been age-restricted since the very beginning....  I made those decisions, not the parents in the game... you have to be 8 to hold the knife, etc.

#382 Re: Main Forum » Fatherhood Won't Happen » 2020-03-06 01:36:11

The text on the website was a quote from an email that I wrote to a designer friend of mine years ago, explaining the philosophical premise of the game to him.  In that quote, I did talk about grandfathers, not because I planned to add them to the game, but because men usually chop wood, and I was talking about inheriting an axe, so it made thematic sense in the context of the explanation.

It was such a good summary that I ended up using it on the homepage for the game, and I never changed it to reflect what actually goes on in the game.

Until now.

I expected people to understand it as an abstract vignette portraying the underlying philosophy of the game.  Similar to the trailer, which shows future possibilities and says "Who knows where we'll end up?"

#383 Re: Main Forum » Jason, Thanks For Green Walls... But » 2020-03-06 01:30:10

Yeah, that other bug has been fixed too.

Also, even with the old system, mixing two buckets of paint (yellow and blue paint) gave you TWO buckets of green paint in return.

#385 Re: Main Forum » How about making one week without tool slots and race restrictions? » 2020-03-06 01:12:23

Fair warning to all:

Morti is a biological manifestation of a super-intelligence

#386 Re: Main Forum » Improving: Property fences » 2020-03-06 01:09:04

Coconut, not sure how to solve that problem... I mean, unless animals could walk through them?

But yeah, free animal pens was an unintentional side-effect.

People also made animal pens out of other stuff before, like oven bases, or single stone blocks.

Fug, you're right.

What you're expressing is the fundamental principles of homesteading.  You can only do it on truly unclaimed land.

Obviously, the land that I was building my fence on was not really unclaimed.  The people nearby objected to what I was doing.

It was still a damn good story!

#387 Re: Main Forum » The game is dead » 2020-03-06 00:47:03

The game has been out now for more than 2 years.

The fact that there are still between 40 and 100 concurrent players is a MIRACLE.

Into The Breach was another game that launched on Steam the same day as OHOL, and was a MASSIVE hit, bringing in loads more money and players than OHOL.

But look at the graph:

https://steamcharts.com/app/590380#All

From a peak of 14,000 concurrent players down to a peak 310 in current times.  That's a 98% drop.

Legend of Bum-Bo was a much bigger hit than OHOL when it launched (Edmund is a mega-star), and it's only been out for 3 months, and the player numbers have already dropped to OHOL levels:

https://steamcharts.com/app/1148650#6m

In three months.  A 95% drop in concurrent players.

OHOL's Steam peak was only 590 concurrent players, having dropped to a peak of 73 in current times, which is only an 88% drop.

So you see that's 88% drop in 15 months, vs. a 95% drop in 3 months.


Most games have a decline in players over time.  That is just what happens.


Show me a game where that hasn't happened.

Now that you've found one game that stayed steady or even climbed in the 2 years after release, find 5 games that did that.

Then I will show you thousands of games that had a gradual decline in players over time.


OHOL is the outlier because it still has so many players 2 years later compared to most other games.  It's dying slower than most other games.


Can you explain this to me:

What is the value in coming in here, week after week, and proclaiming that the game is dying?

If it's dying, then why are you still here posting?


I'm still working on the game every week, and still putting out updates every week, and people are still playing the game, and I'm still making really good money from the game every week.

So... the only thing that's out of step with reality is you with your claim that the game is dying.

It's obviously not.  Especially not for a 2-year-old game made entirely by one person that is about to ship weekly update #95


Please show me another game that has been updated 95 times in two years.  Even one other game.


And as for your "reason of the week" for why the game is "dying," which is always your least favorite mechanic that the majority of players don't seem to be bothered by... I can assure you that tool slots or specialty biomes or the lack of pink walls or whatever you think it is has nothing to do with the gradual player decline that has happened over time.


All that said, the game is not nearly as good as it could be, and I'm working on it and thinking about it night and day, but there are several hard design problems that don't have obvious solutions (and may not have ANY solutions, in the end).


For example, which do you want:

1.  Long-lived lineages that don't die out due to forces beyond their control, and permanent, every-growing, player-created buildings and transportation networks?

2.  Lots of Eve camps and a large variety of other towns at different levels of tech?


People complain about both things, but you can't solve both at the same time.  If new towns spring up constantly, then they pull babies away from the existing towns and lineages, causing them to die out, and causing the permanent structures to be lost, because new towns need to be put far away so that they can actually start over with no tech.

You all complained about (1) for 2 years, and I finally solved it, but now you're complaining about (2).

#388 Re: Main Forum » Struggle » 2020-02-29 07:06:39

How did it take away playing in beginning towns?

#389 Re: Main Forum » Mr. Rohrer's Lies About What His Servers Provide » 2020-02-29 07:04:17

Also, you don't like curved tracks and loads of bottled items?

#390 Re: Main Forum » Sorry, folks, another server restart tonight » 2020-02-29 07:03:14

Problem with that is that like half the people would bail, and then you have a bunch of zombie people standing around with no one controlling them.

#391 Main Forum » Sorry, folks, another server restart tonight » 2020-02-29 05:57:10

jasonrohrer
Replies: 6

I noticed a bug in the code that caused a crash earlier tonight.

The bug is fixed, but I'd better roll out the fix to all the servers, otherwise, the crash could strike when you least expect it this weekend and really ruin a bunch of people's games.

#392 Re: Main Forum » Mr. Rohrer's Lies About What His Servers Provide » 2020-02-29 05:55:46

JasonY wrote:

The main lie was "adding new stuff to the game every week"

Why you no like black walls?

#393 News » Update: Black Wall » 2020-02-29 02:16:32

jasonrohrer
Replies: 11

OyKmkPH.png

Still working my way through the remaining reported issues.  Only 123 left!

Highlights from this week:  an overhaul of the tool-slot system to make it less error-prone and consolidate some of the dead-end tool choices, less-griefable rails, removable roses on hats, and black painted walls.

The biggest change is the way that committing to learning a tool works.  While you're in the process of learning, you now get one free use of every available tool.  After using a tool once, you've almost learned it, but you haven't yet committed to spending a tool slot on it yet until you use it one more time.  This dramatically reduces the feeling of wasting a valuable tool slot on something that you learned by accident.

I'm also in the process of phasing out the "eating bonus" that was put in place during the first big Steam sale.  This means that the food supply will get a little bight tighter over the next few days, and the game will be a bit more challenging.  Keep in mind that this is balanced by a reduced rate of food consumption.  So even as the value of each bite of food is reduced some, the frantic feeling of "needing to eat constantly" won't resurface.

#394 Re: Main Forum » Struggle » 2020-02-29 01:53:09

DestinyCall wrote:

Question ... why let us choose our tool slots?   

Couldn't we just be born with a random pre-selected set of tools at the start of each life and we just have to figure out what to do with the cards that we are dealt by Life's lottery?   

If this is a game about relinquishing control, why give us the illusion of choice?

That has been suggested many times, and I've definitely considered it.

You know, your mother specialized in baking, so you inherit her baking skill.

And yes, some version where you're "good" at a random subset of tools has been suggested.

One problem is that "good vs bad" is hard to implement in this game.  What's a good pile of kindling vs a bad one?  The engine doesn't implement stats like that.  All piles of kindling are equal.  All clay bowls are equal.  A good bowl doesn't hold more water, and a bad one doesn't leak.

So then we end up with "can do" vs "can't do," instead.

There's also a messaging problem with any kind of procedural subset.  How do you know what you can do?  Where do you see the list?  Trial and error?  Even in the simple case of inheriting a baking skill from mom, how do you find out that you have this skill?

If you pick your own tools to learn, we don't have that problem.  And if there are static, well-defined subsets (like for the family specialty biomes), then there's no messaging problem, because everybody knows (and if you don't know, you quickly notice that you get sick in that biome, and there isn't actually anything you can't do, aside from walk in that biome... you can freely work with rubber products outside of that biome, for example.... there's no mysterious WHY IT NO WORKING thing happening).


By the way, from my perspective, the tool slots are the bit of the design that I'm lukewarm about and not totally satisfied with.  The family specialty biomes are pretty much perfect and exactly what the game needs.


I worry that many of the objections to family specialization are politically motivated, more than mechanically motivated.

Just like many of the objections to property fences are politically motivated (for those who want to live out their collectivist fantasies in a game).

#395 Re: Main Forum » Jason, Green Walls? » 2020-02-29 01:37:38

Yeah, maybe green paint in the future!

#397 Re: Main Forum » Jason's misunderstanding » 2020-02-28 16:40:24

Destiny was specifically asking for a single-player variant.  I was responding directly to her.

DestinyCall wrote:

I'd also like to see more support for "solo-play".     This is something that I personally wished this game offered when I first started and something that I hear requested by many new players.

#398 Re: Main Forum » Struggle » 2020-02-28 16:36:54

Book, unfortunately, I'm not looking for political objections to any game design elements.

If the game turns you off for political reasons, well....  I guess that's where we'll have to part ways.


If we want different groups of people to have different abilities, than the most straight-forward way to implement that in game is to have those people have different appearances, so that the abilities can be recognized visually, given that you will be actively seeking out a player with this or that ability.

Furthermore, in real life, the people who live in an area DO have more knowledge about that area, and are appealed to as experts.  Travelers do hire local guides for a reason.  Furthermore, the people who live in different areas of the world do look different.  This, to me, is no big deal, and not offensive.  It's a beautiful and amazing part of the world, also known as diversity.

This isn't represented perfectly in the game, but it's represented in a way that people can understand, based on their experience from real life.


Now, separate from the political objections...


Is there an objection to the mechanic of different players in the game having different innate abilities?

Obviously, it tends to short-circuit your pre-formed plan for what you want to do in this particular life.  "Dammit, there's no way I can make X in this life, because I wasn't born as the right type of person."

Obviously, that's part of the point, because this is not meant to be a game where you have full control over your upcoming life.  This is a game, in part, about relinquishing control, based on your unique surroundings and situation.

You also might want to make a car in your life, but then get born into a town where they don't even have Newcomen tech yet.

#399 Re: Main Forum » Tattoos » 2020-02-28 16:20:41

Yes, this has been fixed, will go live today.

#400 Re: Main Forum » We're all starving » 2020-02-28 03:33:44

Total helplessness is not fun, for sure.

However, I don't think you're actually ever totally helpless, even with the biome restrictions in place.

I mean, helpless in which regard?  To the point where you have no choice but to starve for lack of water?


Even if you send out a search party and don't find the necessary specialist for the next step in water production, that doesn't mean you're helpless.  You're in a tense situation, and the clock is ticking for sure, but there's nothing inherently wrong with that.

What about moving to a new primitive water source and making an outpost there as a stop-gap, or even moving the village entirely, and leaving a way stone behind so that wanderers have a better chance of finding you in the future?

My goal, in general, is to give you trans-generational problems that don't necessarily have "textbook solutions" available.  Problems that require you to think on your feet, and make do with the situation that you're handed.



If you look at one of these problems as an individual, it might be unsolvable for you, right now, in this moment.  It might actually be impossible for YOU to make rubber in your lifetime.  But "making rubber" isn't your personal problem anyway.  It's a trans-generational problem.  A problem that your village faces collectively.

And a problem that IS getting solved, collectively, again and again, by village after village, eventually.  Here we have the Tini family that has been going strong for two whole weeks and 750+ generations.  What's impossible, exactly?


This is a very different feeling from the individual mastery that is offered by most games, where you look at goal X and can try and retry until you get there.

But this isn't a game about individual mastery, nor individual goals with guaranteed solutions.

There have ALWAYS been things that could get in the way of whatever individual goal you set in your life.  That's the fundamental nature of a game about cooperation.

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