a multiplayer game of parenting and civilization building
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Destiny, you do have my number there.
I don't see the point in making a game that is mostly like something else that already exists. Why bother? I could just go play that game instead.
That doesn't mean that I never look for design solutions in other games. However, I was specifically addressing your proposal for more avenues for solo play. Sure, lots of people don't like multiplayer games at all and refuse to play them (too much pressure, too awkward, etc.) But there are plenty of solo crafting games out there already. Without the multiplayer, trans-generational component, how is OHOL that much different than Don't Starve?
I imagine that most of the people who want 2D solo crafting are playing Don't Starve already.
The only reason that OHOL has been a success is because it offers something different. For the people who want something different than the solo crafting that a a game like Don't Starve offers (or the flat, private multiplayer crafting of Don't Starve Together).
So it's not just an artistic strategy, but also a business strategy. A blue ocean strategy.
Think of all those gobs of youtube videos where the streamer is running around as a helpless baby. The world had never seen anything like that before.
At first glance, it looked a bit like Don't Starve, but then people instantly can tell you how it's different... "No wait, in this game, you get born as a helpless baby to another player who is your mother!" You can't mention such a premise in an elevator without people begging to hear more about it.
And yeah, as many players have suggested, I could offer a buffet-style game, where there's a Solo variant, and a group variant, and a battle royal variant, etc. Think Minecraft Survival vs Creative mode.
However, if I had done that, the game would have been watered down in its about-ness. How many of those YouTubers would have played the solo version by accident and NOT found a crazy, unique, and streamable game?
That's why I'm so nervous about the tutorial.... it's not really what the game is about, and it gives the wrong first impression. I want to dump you right into the crazy uniqueness.
My current task is fixing all 140 of these player-submitted issues:
https://github.com/jasonrohrer/OneLifeData7/issues
Since players reported them, I'm assuming that they want them to be fixed.
Yeah, you caught me, the laziest developer on the planet!
93 updates.... the output of an absolute sloth.
Yeah, Destiny, those are all excellent points.
However, they are also the entire point---as in, reason for existence---for the game.
It's not a solo game. There are loads of solo crafting survival games, and and many of them are way more popular than OHOL. I set out to make something totally different.
The core experience of OHOL is getting thrown as a screaming baby into a situation that you can't control, at the mercy of a group of total strangers, and somehow finding your place in their existing order, and then passing down whatever order you manage to create to the next generation before you die.
It's a trans-generational survival game. That's what it is.
This is kinda what I mean about "unsolvable problems."
There are problems where the only solution seems to be "make a different game." By doing that, I'm not actually solving a problem with OHOL. I'm making a different game that doesn't have that problem.
Even the tutorial is a bit of a spoiler for the core experience of the game. When you fire up the game, you should be a screaming baby in a crazy situation right away, but instead, you're a full-grown adult locked in a little maze of walls.
I think the "new player notifier" that a mother gets is a huge improvement.... and maybe, almost, can replace the tutorial in terms of necessary function (that was added at PAX, because booth players didn't have time to play the tutorial).
But a better way to ease a new player into the real game, especially since the fundamental premise of the game is that we can't control what situation they are born into....
Maybe the mother getting notified isn't enough. What if everyone saw them with a +NEW+ bubble above their head as the walked around?
fug, I can give you a very straight, clear, and concise definition of fun.
I can also very clearly articulate WHY those things that aren't fun for you aren't fun for you (especially given the way you articulated them).
I wrote a whole post about it a while back:
https://www.reddit.com/r/gamedev/commen … career_of/
I'll quote the most direct portion of it here:
Game-fun is precisely the process of learning and improving in a controlled, well-defined context. The more room there is for learning and improving, and the clearer the path forward for more learning and improvement, the more fun the game is. Some people call this the "flow" state, which is the fine line between boredom and frustration. The thing gets harder in a way that is precisely paced with your improvement. It's always slightly too hard, but only slightly. When you fail, it is 100% clear to you why you failed, and you know exactly what you need to do next time to do better. Each failure results in incremental skill acquisition.
The reason those situations aren't fun for you is that they are impossible for you, or at least seem impossible, and there's nothing you can do to improve in the face of those situations (or if there is something you can do to improve, it's not clear to you). In other words, you are helpless. There's nothing to learn. Thus, those situations are not fun.
This is obviously not by design. They are emergent, degenerate cases enabled by the mechanics that I designed, however.
Furthermore, there are (at least hypothetical) situations that emerge from those same mechanics that ARE fun. For example, negotiating with someone across a language barrier can be fun.
sigmen4020, are early camps fun for you, or boring?
Fug, what is "fun" to you?
Where does it come from?
What causes it to exist?
How do you know you're having fun when you're having it?
You keep talking about yourself across lives. Like, "lock up my hut to keep others out," meaning, while you're sleeping, and not playing the game?
I'm talking about managing resources during one life.
Say we're running out of food, and we all have backpacks and full clothing already.
Some guy wants to hunt rabbits, so he's using carrots and berries to make bait.
We're low on compost, and the sheep need feeding too. Even just straight up eating the berries and carrot might be a better use of those food resources (three cooked rabbits is 36 food, where the berries alone would be 42 food).
In that situation, would you say, "Feel free to use our last food to hunt these rabbits?"
Imagine a situation where the proper management of resources meant the life (vs. death) of the entire town.
That is currently an imaginary situation, except in Eve camps.
Well, another example might be making the first diesel engine, when we're about to run out of water, and then using that engine to make a car instead of a pump.
Maybe you don't use a property fence to protect your engine while you work on it, but you use some system to manage it, to make sure it's used to save the village and not lost or stolen or misused along the way.
Tipy, the guy still came to you to ask for sulfur.
If he could have gotten sulfur by himself, you never would have had that interaction. Maybe it was a simple interaction. Maybe it was boring. But it was some interaction, and a necessary one (from his point of view).
Destiny, somehow, all across the server, people have rubber. It's not supposed to be something accessible to a new player. It's a challenge for the experts, to save their town long-term, by solving this problem. There is no recipe for solving this problem, so no, it can't be taught to a new player, classroom-style.
But if you already know the stuff yourself, why would you want your baby to learn the same thing?
You probably want your baby to spend slots learning the stuff you don't know yourself, to complement (not overlap) your own tool set.
Fug, what is the reason that managed resources are so much less efficient than unmanaged resources?
I don't think that "bouncing between lineages" has anything to do with it. Throwing resources in a communal pile is something that you do now, in this life, and not across lives. You're not paving the way for yourself to wander in as an outsider and take from that pile in your next life.
I'm trying to come up with a thought experiment. Suppose you are baking pies, and half the people in the village are well-dressed, and the other half are naked. The naked people are burning through food much faster and wasting your pies, but does it matter to you? If they are your genetic relatives, you want to keep them alive regardless, so they don't hurt your score. And what are the chances that we actually run out of food, sometime soon? Probably pretty low chances.
I think there's a general feeling that the way we spend these resources doesn't matter. Efficiency and "wise use" doesn't matter.
In an early camp, you might be pretty livid if someone wasted a burdock on a half-full baby instead of saving it for the Eve who is nursing. That one misstep might actually doom the entire camp.
Later on, wasting resources might matter long-term in the abstract, but it really doesn't matter right now, in any tangible way.
Of course, managing resources takes time (and thus resources). If the benefit of management is perceived to be dwarfed by the cost of management, then people won't manage their resources.
I've never been satisfied with how food pressure felt in later-stage towns.
Dodge, I think you're missing something about how people play games, and the patterns that they fall into.
Not quitting right now is HUGE, whether or not they ever come back tomorrow. The reality is that life intervenes for a lot of people, and they forget to come back. Tomorrow, there's another game to try, or some other real-life thing that occupies their mental space. All you know is that you have their attention now, and you need to do your darnedest to keep that attention now.
Now, it's not admirable to be trying to capture a player's attention at all costs like this, but this is what separates successful, mega-hit games from the less-successful ones. That's the game we are playing, as developers in a competitive market. Well... "market" isn't the right word here... we're competing for mindshare, and winning there means we win in the market as a side-effect.
It's no coincidence that OHOL is my most successful game and ALSO my only game for which more than 80 people have played for more than 1000 hours each. It's my "hookiest" game, but just not quite hooky enough.
But yes, without totally throwing out the structure of OHOL, the way forward is to make the individual lives as compelling and unique and fascinating as possible.
Oh, there's one other huge problem. I set out to make the most comprehensive crafting game of all time. A small slice of the gaming populace loves huge crafting trees, but most people don't. It gives them the, "I'm never going to learn all of this, and why would I bother?" feeling.
I can improve the crafting hints or whatever, but the fundamental problem stands. Most people are not interested in learning the 25 steps it takes to make a fire. Most people aren't interested in learning to make 3000 (or 10,000, eventually) objects.
That was probably a huge design misstep on my part. I was looking at existing crafting games, and thinking, "oh, you guys like these crazy crafting trees? Well, I'm going to give you the craziest one you've ever seen." I was pandering, because I'm not personally into games with obscenely complex crafting trees. My eyes glaze over, and I think, "I'm not going to bother to learn all this."
On the other hand, I was solving a problem that I saw in existing crafting games, where you couldn't learn the recipes because they were unstructured and arbitrary (25 wood plus 60 stone plus five rope makes a hatchet). They never felt like making stuff. I wanted to make a game where it actually felt like you were making stuff, step by step. You all remember how to make a fire in OHOL? You'll never forget. You all remember how to make an axe in Don't Starve? Even if you played the game yesterday, you've already forgotten.
Now, if I could go back in a time machine, I don't know that I would have found an alternative structure for such a collaborative civilization game beyond crafting. There may be no better form for the game to take.
But there's no doubt, in my mind, that it turns people away from the game.
Most of my (designer) friends have never even played OHOL. There's a reason for that....
Tipy, even if you give him sulfur, you still had to find him and do it, right? You know he can't get the sulfur on his own. Finding him, and handing him sulfur, and hoping that he will hand you latex in return, is a social interaction that would not otherwise exist.
I mean, if you could just go to the jungle and get your own latex, right?
Then you wouldn't even need to find his town. Then you wouldn't even need to offer the gift of sulfur. You'd just mind your own business, and only interact with other towns on a whim.
Now you must interact with them, in some way, or your town is doomed. There are a bunch of solutions to this problem, including convincing some of them to move into your town. However, there's still a problem that you can't avoid solving, and it is fundamentally a social problem, NOT a crafting problem.
If you give a gift, there's no guarantee that you'll get what you need in return.
If you try to convince someone from the town to move into your town, there's no guarantee that they will listen and follow you.
If you try to move into their town yourself, there's no guarantee that they will trust and accept you.
If you hear a bell, there's no guarantee that the town that rang the bell has what you need.
In the old game, if you needed rubber, you just wandered around until you found a patch of jungle, then wandered around more until you found some sulfur. The solution to your problem was guaranteed, and always worked exactly the same way.
Regarding numbers falling, yes, numbers have ALWAYS been falling. They were falling ever since the off-Steam launch, which is why I finally decided to put the game on Steam. They were falling before and after every change I ever made to the game.
You can pick your favorite love-to-hate mechanic, and say that is why the game is losing players. But the reality is that people generally like the game right now. They have always generally liked the game.
Every game loses players. Some games lose players more slowly than they gain players.
These days, we're gaining about 40-70 new players per day, and probably losing a few more than that each day
While the average player plays for 20 hours (95 lives) before quitting, the median player only plays for 3.5 hours (20 lives) before quitting.
I believe there is something fundamentally unsatisfying about this game, baked into its very structure. This is the thing that makes the game unique, and makes people want to try the game in the first place, but it also makes them eventually want to stop playing. You only live one hour. It's right there in the title.
For the games that people get really hooked on, for the games that they play all night by accident, you don't usually play for only one hour. Those games aren't broken up into convenient, stand-alone chunks. Even in a permadeath game like Noita, "just one more play" is right around the corner, and there's no fixed time span for that next game. In fact, most decent Noita games are LONGER than an hour. But you don't know that going in---not for certain---so it's very hard to stop playing.
In OHOL, when you die of old age, that's a great stopping place. Are you really going to start a new life? Are you really in for a whole additional hour? Probably not. Especially since the "being a baby" part of the game is the least interesting part, and you're definitely going to have to go through that again.
Finally, there's the fundamental problem that every life happens in isolation, and it's not really building toward anything. You can't (or shouldn't be able to) get caught up in your personal vanity project and work on it all night long. I don't think that this is that big of a problem, since it's shared by every GAME OVER game in history, and that didn't stop them.
The known hour commitment is a hard one to fix.
The leaderboards help so that each life matters a bit more, and there is some sense that you're building toward something. There could be more things like this.
In a game like Noita, the first part of each game is the boring part (the easy first level, where you go through the motions). However, what you're doing there does matter, as you build a foundation for the rest of your game. You want to play that first part optimally, each time. OHOL is missing something here, since what you do as a baby really doesn't matter, and doesn't build a foundation for the rest of your life.
In Noita, just one more play means, "another roll of the dice, and a chance to build a perfect foundation for a really great run." Maybe there's some way to fix this problem.
Regardless, I think that the structure of the game makes it fundamentally less compelling long-term than other games.
On the other hand, it also makes it much more meaningful, short-term, than other games. Very few games pack the emotional wallop than OHOL does. And I don't think there are ANY games that pack that same wallop reliably, over and over, the way OHOL does. I mean, if you've seen a sad cut-scene once, you've seen it a thousand times. But the end of each unique life is touching, as you say goodbye forever to this special situation and this particular configuration of people that will never exist again.
So maybe it's worth it? To make such a game, even though it doesn't hook people and keep them playing for hundreds of hours?
I've heard the following story a number of times:
"My first life in OHOL was perfect and amazing. My mother took care of me, and showed me how to farm, and my uncle took me hunting and fishing. I helped to gather water, and then to build a house. I had a few children of my own, and took care of them. Then my mother grew old, and died, and I was devastated. My uncle was next. At the end of my life, I was surrounded by my children and grand children, and they all said goodbye to me and told me that I was a great mom. I died at age 59. Wow. This was the single greatest experience that I've ever had with a video game. The game can't get much better than this, so I'm going to stop there, and never play it again. I had the full OHOL experience on my very first life."
I can't argue with that. But then again, they weren't motivated to play again, right?
This is interesting for the mechanical reasons that you specify (to help out as a kid without wasting tool slots or prematurely committing).
However, I generally shy away from "authorship heavy" solutions like this, and instead look for more "atomic" type solutions. By authorship-heavy, I mean that I would be defining these roles and giving them names, instead of giving players a new atom to play with and see what they do with it.
The existing tool slots are an example of an atomic system. I didn't make any assumptions about how players would use it. I just marked a few dozen things as tools and set a slot limitation. All the tools are equal atoms.
Maybe there is an emergent "smith" tool set that players are building on a regular basis, and it's obvious to them who the smith in the village is based on this tool set. If so, great!
But if I were to go in there and try to codify this manually, we'd go from something dynamic, emergent, and robust to something static, pre-defined, and fragile.
I've seen loads of suggestions like this for authored roles or titles. So this kind of game design apparently does appeal to a lot of people. It's really just not my style.
Now, we may still be able to discover something valuable here about a fundamental mechanical problem (picking tools to learn as a child before you have enough information needed to make such a permanent decision?).
Trade is just a placeholder for "whatever complex and interesting social interactions and challenges we don't currently have."
This is supposed to be a game about collaborative civilization-building, where we work together and negotiate with each other to construct a civilization together. Where there's a little bit of friction between us, and problems we need to solve. And by problems, I don't mean, "grow more milkweed" or "find more ore," because those problems aren't that interesting to solve (go through the motions of planting more, or wander around until you find more ore through random chance).
If I have A, and that guy over there has B, but he's not just going to hand it to me, that's one example of a more complex interaction. I have to negotiate with him, or convince him, or trick him, or rob him. All of which are more interesting, to me, than simply grinding away solo to make B yourself.
If you can always grind to make B yourself, then every time you play the game, the challenge is exactly the same (how optimally can you grind away to make B).
But if you have to get B from another guy every game, then the challenge is different every game, because the guy and his motivations will be different every time. Maybe in one game, he just gives it to you. In another game, he makes some outlandish demand that seems unfair. In a third game, he refuses to give you any no matter what, and in a fourth game, he refuses to talk to you at all and responds instantly with hostility.
On a micro scale, tool slots do something like this. You can't just plow through, solo, to accomplish everything under the sun in one life. You have to assesses the situation carefully (first of all) to determine where your efforts are best spent. So you at least have to pay attention to what other people are doing. If you pick up a smithing hammer and see six (+) signs above heads around you, you're probably wasting a slot if you also learn the hammer.
And after carefully picking tools to learn, you will still not (likely) know enough to do everything you need to do in your life. So then you need to communicate with the others around you. You will hit road blocks where "just grind more, solo" won't bring a solution. Other players are the keys to the locks that you encounter---including your own children, who you can guide as extensions of your own hands. And maybe some of these characters won't cooperate with you or listen to your requests and orders. Then what?
On a macro scale, the biome restrictions do something similar. Our village is going to need rubber soon. I was born into a dangerous situation. There are no specialists immediately around, so that means that I need to find some. Maybe these maps and waystones will help, or maybe they're outdated. If I'm successful, I really need to document the location of the helpful specialists for future generations. This is very different from me just walking into the jungle and slashing a rubber tree life after life. Instead, I'm finding myself in a unique and challenging social and trans-generational situation life after life.
None of this may actually qualify as "trade," but I'm not sure that it matters. A gift economy is still an economy, and a social interaction that didn't exist before. An interactive journey is still needed, for example.
And you may try to "route around" the restriction by having multi-specialist towns, but.... well... that's a fragile structure that's hard to maintain over the long haul. The fundamental challenge still lurks a few generations into the future. And even right off the bat, someone "solved' the problem in a non-trivial way. Find a needed specialist family and convince them to move into town, across the language barrier? That's a feat that tops mere "trade" in terms of social complexity.
But at least you had to do something creative.... at least the same old thing, repeated, no longer works every time.
Graphs:



The last graph is interesting. There was a time when each uniqued killer killed almost 2.5 victims, which hints at the prevalence of spree killing. Now it's down closer to 1, where it should be.
Sorry that I wasn't able to post this warning sooner, but I've been laid up until today. Still have a bit of a fever, but no longer too weak to type.
Full-blown closed-eye hallucinations last night were.... interesting. Never had anything quite like that from a fever before. Almost like instant dreams that I could enter just by closing my eyes, while still being fully awake. By turning my head on my pillow, I could look around inside the hypnogogic vision, almost like head tracking in virtual reality.
It's actually kindof a funny story. A long holiday weekend visiting my sister's family turned into a week stuck in their (comfortable) basement recovering as we ALL got nailed with high fevers. I'm on Day 4 of mine, and most of us are well enough that we're actually flying home tomorrow. Delta Airlines has amazing customer service, by the way.
My sister is a doctor, so that's been a nice add-on. She just listened to my lungs and confirmed that I don't have pneumonia.
Summary: no update this week.
Can someone please make a post on Steam letting people know? I'm starting to feel a little spacy again, better go lie down for the night!
Thanks for understanding!
137 more issues to fix:
https://github.com/jasonrohrer/OneLifeData7/issues
I imagine this will take about a month to finish.
Then content.
Whoops, yeah the tattoo thing is broken.
Will fix that next week.
https://github.com/jasonrohrer/OneLife/issues/543
Regarding groups, since the update, there have been only 3 kills in 14 hours, and one of them was healed. Out of the two kills that resulted in death, one was out in the wilderness (solo), and the other was a group kill with a posse of 3.
Recall that before the update, there were 6 kills EVERY hour, or 140+ per day.
Grim, I definitely hear you that some freedom and "instant drama" has been lost. I'm still thinking about what to do about that... However, that solo kill in a personal argument has (hopefully) been replaced with conspiracy, which is much more dramatic and memorable, in the end.
You and your in-village friends jump the guy you've been arguing with.
Well, the point was trade, and people routed around it by living together. That is a form of trade, but it's not trade between towns.
I'm still thinking about ways to force them apart more. You should want/need SOME contact with other fams, but it shouldn't be optimal to simply merge together into one entity. Seems like diseases may be warranted, but I haven't thought it through.
There is also specialization within a family due to tool slots, so one person in the village simply can't do everything.
Also, I don't 100% believe you that the main problem is multi-racial towns. I think you're probably just annoyed that you can't get oil solo. It's good that you can't just get oil solo, because as an expert player, you're just going through the motions whenever oil is needed. There's no challenge or uncertainty there.... it's just routine.
Have you successfully landed a solo kill against a team of 3 griefers as a means of "fighting back?" How could you? They'd have plenty of warning, and you'd run slower.
This change has been live for four hours, and during that time there has been only one single kill, and it was a solo kill out in the wilderness.
Before this change, today, there were around 7 kills every hour.
Also, quick VOG survey just now found several one-race towns, and a few 2-race towns, but no 3-race towns that I could find.
Towns are way bigger than they used to be, and that's because families don't die out as fast as before, due to better baby distribution code.
Well, I'm no fan of melting pot towns as a way to "route around" this problem.
Though I haven't see that myself so much. It's not like every town has all three "necessary" skin tones represented.
Instead, I've seen problems that need to be solved through cleverness and determination, when before, there weren't really any such problems.
Having all three live in the same town is at least more interesting and presents more challenges than one know-it-all-player doing everything by themselves to keep the village going. At least now, there has to be some coordination and cooperation.
Here's what I want:
Every life, you should see an obvious problem that needs solving in your village, and not be quite sure how to solve it. And maybe, sometimes, even if you play perfectly, your attempt at a solution to the problem doesn't work out.
Think of it like an emergent quest system. But a quest system with no NPCs. Think of a social puzzle game, but where the "pieces" of the puzzle are intelligent entities with their own individual motivations.
I'm not saying the game is there yet, but that's where I'm trying to go.
Cramming three different skin tones together in one town is a bit of cheat toward solving the social puzzle.
But even that is not that easy to accomplish, right? You might want to attract other families to live in your town, but that doesn't mean they will come. It's a solution that is implemented across many generations, and not just something that one very competent player can do by themselves.

I've got murder on my mind. I was taking a look at the life logs recently, and saw a somewhat normal murder rate of around 6%. Then I ran the analysis a different way, and computed the murder victimization rate. This is the percentage of active players on a given day that are the victims of at least one murder. I ran this analysis on Thursday, February 5, and I was shocked by what I found: a whopping 25% of active players were murdered at least once on that day. Turns out that this was an anomalous peak, but other recent days weren't that much lower, as seen in this graph:

This analysis motivated some of the changes last week to kill waiting times and curse visibility, and you can see the minor effect of those changes toward the end of this graph. But still, I wasn't entirely sure what was going on.
Mid-week, I added a new kill log to the server, letting me see who was landing the kill hits, whether they were solo or part of a posse, and who was being saved via healing. This log did not paint a pretty picture. Since the log was set up on Wednesday, there have been 174 kills, 153 of which were solo killers, acting alone. There were only 21 group kills, and 34 instances of players being saved by healing. Yes, that's 87% solo kills.
And what's the problem with solo kills? Well, a more detailed analysis of one day's log showed that 62% of the solo kills were done in cold blood, unprovoked by previous murder, while only 20% of the group kills were done in cold blood.
That brings us back to why killing is in the game in the first place. Why not just remove it entirely? Because you need to have a way to "vote someone off the island" who is violating village rules. Otherwise, laws become impossible. Killing isn't the only kind of possible griefing, and removing killing entirely makes everyone powerless to stop those other kinds of griefing.
But if you really are voting someone out of your village by killing, and that's the point of killing, solo killing really has no role to play. If everyone agrees that this person should go, you don't need to kill them solo. You can form a posse and kill as a group.
Solo kills are unilateral actions where there is no group consensus. Most of the time, I'm guessing, solo kills are simply griefing, full stop.
Over the past two years, I've added loads of adjustments and limitations to solo killing in the game. Now we have a panoply of warning mechanisms and advantages for the victim. You GASP, the killer looks and sounds angry, you can track the killer off-screen, the killer must wait 12 seconds, and the killer runs more slowly than you. In practice, given all these advantages for the victim, solo kills should be all but impossible. But I've seen it myself: the victim just standing there for 12 seconds, like a sitting duck.
This means that most victims of solo kills are new players who don't know how these warning systems work. This means that most victims of killing are brand new players. That is really bad. Being killed is one of their first experiences in the game.
And like I said, the presence of solo killing does not help with the philosophical point of killing in the game---it doesn't help us vote someone off the island as a group.
So why not remove it entirely?
There are still two cases of solo killing that are dear to my heart.
First, we have the wilderness situation, which I've come to call the Two Hermit Problem. If you're one-on-one in the wilderness, and someone is bugging you, I want you to be able to protect yourself. I want you to be able to say, "scram," and mean it. Even if the person isn't bugging you, the fact that you CAN kill each other is part of the magic of the game. You can kill each other, but choose not to, and that's beautiful.
Second, we have the guarding scenario. With 1-v-1 killing, a guard with a bow can get a bead on a would-be intruder outside the gate, and then open the gate to let people pass through, while preventing the intruder from passing through the guarded area.
The way killing works now in the game, I've been able to preserve the first case, the Two Hermit Problem, but I've had to sacrifice solo guarding, at least for now.
Here are the changes:
In order to kill, you need to form a posse of the minimum size, given the population in your area. In higher population areas, that size is 3 people. But in places with less than six people, the posse size is half of the area population, rounded up. The area is a 30-tile radius around the killer. So if there are only two of you out there, 1v1 killing is still possible. But in a mini-camp of three people, two of you need to conspire against the other in order to kill.
This min posse size is capped at 3, which is what you need in higher population areas.
When you try to kill someone, you still go into murder mouth mode, but you also get a DING message explaining the minimum posse size in your area.
With this change in place, we'll see what happens to the murder rate over the next few days.