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a multiplayer game of parenting and civilization building

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#51 Re: Main Forum » Anyone else hate this new tool update? » 2019-11-04 07:32:57

Would it be possible to let players get more tool slots as they age? One extra slot after 15 minutes perhaps?

#52 Re: Main Forum » 20+ babies? » 2019-11-03 18:12:51

Here's a wild idea that will never be implemented and probably wouldn't work well, but I'm throwing it out there anyway. smile

What if
- birth control existed
- the world was limitless (no rift)
- people could Eve if they wanted to
- people could leave their towns and start new towns if they wanted to
-> which previously was a problem because the active player base doesn't expand as quickly as the ingame civilization, so new families and family branches steal babies from existing towns...

... but players could give birth to bots!

If a player chose to have a baby, they would give birth to another player if one was available. If not, a brand new bot came into existence.

The mother would know that the baby was a bot, but anyone else wouldn't really need to know.

The mother could take care of the bot as normal, and once it was old enough, it could perform simple tasks. Like feed sheep, make compost. Make pies.

But bots could not build cities or make or use advanced tools and engines. For that you would need a real player.

Bots would also get one child, unless the child dies, then it would get another one. They would nurture the their child until the child was able to perform its parent bots' task.

I do see a lot of problems with this model - possibilities for griefing, or bots being stupid, or memory problems...

But it would be cool to see the population expand, and to see towns continue to exist and work even if all new players were born somewhere else. It should make exploring the world a lot more interesting. big_smile

#53 Re: Main Forum » 20+ babies? » 2019-11-03 11:09:28

I wish players could decide whether or not to have babies.

#54 Re: Main Forum » Suggestion: Role choices defined such that they benefit society » 2019-11-02 18:07:19

Kaveh wrote:

I don't want the game to tell me what to do, nor do I want to be forced to do one thing my entire life.

I feel the same way, however I do like the idea of an in-game town message board. If elders or adults could post roles on the board, young ones could go there and choose an occupation. If they don't want to be the baker any more, they (or the people who realize the baker is missing) can post a new note on the board. Then it will be a way for players to convey information, and not something imposed by the game.

#55 Re: Main Forum » Anyone else hate this new tool update? » 2019-11-02 17:23:43

Spoonwood wrote:

If it was the same town that I'm thinking of, it was started by Betsst.  Though, I'd have to see it to know.

Spoonwood, I guess you're thinking of a town from before server 12 got reset.

#56 Re: Main Forum » Anyone else hate this new tool update? » 2019-11-02 16:54:12

TheSamWish wrote:

Wow I was wondering who started that town. I built a lot there. Made the engine for the well, made a yum shrine, painted a pretty decent sized building, and fenced in a penguin near the tarr monument since he was out of his biome. You should check it out.

I gave up playing on that server though since I can never finish anything that I start now.

I feel like low pop servers should automatically have more tool slots since I have no one to ask for help. If gene score is excluded somehow from low pop servers, why is this co-op updated forced on all servers?

I don't know.

I think I saw the penguin, good job smile

There is (or was) a lot of "out of biome" critters around, I remember I saw several further north.

#60 Re: Main Forum » Anyone else hate this new tool update? » 2019-11-02 08:02:28

TheSamWish wrote:

I sort of took over the 'tutorial town' in the center of the map. I built a bell tower there yesterday. (3, -37) It hasn't been wiped since the rift was implemented from what I understand.

Really? big_smile Nice! I built tutorial town and a garden around the Tarr monument. I planned to use the town to learn stuff I hadn't tried in the game yet. But I got sidetracked by other projects, and haven't played for quite a while.

#61 Re: Main Forum » Suggestion: Banners » 2019-11-01 19:51:04

My impression is that Jason is trying to get the "core" of the game to work, and that once Jason feels it works, other implementations will come. But that's just my interpretation.

#62 Re: Main Forum » Who the hell is Tarr and why is their name everywhere? » 2019-11-01 09:59:00

sigmen4020 wrote:

Shhhhh. They're not supposed to know.

Oh.

Tarr is not fug you guys. Definitely not fug. Fake news.

#64 Re: Main Forum » Is genetic fitness based on luck more than on skill? » 2019-10-29 16:37:29

So what if there's no /die, but you can trade your genetic score for a say in where to be born through a birth screen.
Let babies run slower than adults, so that if a mother wants to keep you, you're stuck.
That way, if you're in a life you don't want to be in, by living to 60 you're earning points that you can use to choose your next life.

#65 Re: Main Forum » Does the tool limit or the well limit cause fast arcs? » 2019-10-29 09:56:03

Dodge wrote:

It brings light to one big issue and a design problem that we had from the start, having whole towns/civilisations depend on a few players is not a good or interesting mechanic, everyone should contribute in a cooperatif effort, everyone should play an important part in the grand scheme of things.

It sounds reasonable, but I'm not sure I agree 100%

This is not just a cooperative builder game, it is also an attempt to simulate a society. There are no societies where all people are effective, and they shouldn't have to be (depending on your political view, but still...)

For example, we have artists for a reason in real life. In OHOL, beautiful gardens are not vital for survival, but building them and exploring other people's gardens is fun. If it's fun, I'd say it's a good and interesting mechanic.

Or, take new players. When they learn to tend berries and make compost, they feel useful. But there is no need to remove experienced players' ability to do these tasks in order for the new players to feel useful. They are happy to do the tasks, experienced players are happy when they don't have to. No limiting mechanics required.

So, I don't think the previous system had a design flaw in this regard. If anything, I thought it a greater flaw with the old system that more inexperienced players were locked to simple tasks, because the societies didn't have enough abundance (food, iron, kindling...) to create good learning stations for more advanced stuff. The game should offer situations where time can be spent teaching other players to make engines, for example. But that never happened back when I played because there was no time, survival hinged on getting task done, not teaching and learning. So the best way was to play on a different server (or in the tutorial area for forging) in order to learn. That was a greater weakness in my opinion.

I'm not saying the new system is worse or better; I don't know, I haven't tried it. But to me it sounds like something is a little off with the theory behind it.

#66 Re: Main Forum » What's the deal with wells? » 2019-10-29 08:32:49

What if all wells in an area were connected to the same underground reservoir?
You could build wells on all available nearby springs, but taking water from one well would reduce the water in all connected wells as well.

#67 Re: Main Forum » Diminishing returns » 2019-10-28 22:37:27

jasonrohrer wrote:

If they need to do it, and they do, then we're back to the fundamental question again:  now what?  We've just kicked the ball further down the field.

I think that if a task is imperative for survival, like compost, and if it is boring enough (and it is), people will upgrade it.

I say this as having spent hours upon hours in Stardew Valley. Every time I could upgrade something, I would. Not so much in order to make something fancy but to make the work itself easier. And every single upgrade felt valuable, because life became simpler.

But yeah, once the farm was running with the best tech and I felt rich beyond measure, I lost interest in playing. (But to be fair, that game is really tweaked around an ingame period of two years, even though it allows you to continue playing after that point.)

As for natural disasters being sort of "soft resets" or not unlike natural decay, yes, but with added drama. Can you save the city? If the city is saved, is it worth staying or is it beyond repair? It offers different opportunities for meaningful choices, survival, and being a hero.

I think there's another possibility here, where there's a fundamental interest in emergent, challenging situations....

The big cycle the game offers right now is: Beginning (Eve), Mid game (town life), End (A time of lack where everything is doomed to be destroyed)

I think there are other big cycles the game could offer. As well as smaller cycles within the big one. And depending on the rules of the game, those cycles might feel more rewarding for the players and motivate different choices than the present one.

#68 Re: Main Forum » Diminishing returns » 2019-10-28 21:29:20

wondible wrote:

Seems like some people were practicing for winter last arc

https://onemap.wondible.com/#x=271&y=-1 … 1572240858

Wow.

What is that top middle, a combined sheep and bear pen?

#69 Re: Main Forum » Diminishing returns » 2019-10-28 20:51:05

There have been many ideas in these forums on how to make late game more interesting. I'm unsure if it's possible to get there just by removing elements or limiting the present day game, however.

Ideas include

- Farming update and irrigation. Right now, once a village is established, everything runs on the compost cycle. As new tech is invented, the basic chores should change drastically. Don't pick berries one by one, use a tool to pick six berries at once. Don't water bushes one by one, use tech to water several at once. Etc. This would make food production easier and free up time, potentially making people more bored, but for different reasons. Balance this with other important activities that can only be done in late towns.

- Ovens and forges that run on electricity. A late game activity could be building power lines to or around town. Infrastructure.

- Explore the world beyond the rift. What if you could leave the rift by plane, hunt for exotic animals, and bring back backpacks made of crocodile skin? Or if you could leave the rift by plane and mine for some sort of mineral that enabled building computers or robots?

- Seasons - What if after a reset you were guaranteed summer for two whole days, but everybody better be prepared for winter once it sets in? If no compost could be made and no plants tended during winter, a different play style would have to develop. If not enough grain in granaries, perhaps the village would have to depend on hunting.

- Natural disasters. If you build your house of sticks, the winds will sooner or later blow it down... The world could become more imbalanced and harder to survive in as the days pass. Consider a town dependent on electricity to keep the babies warm and the food production going - and then a storm destroys all the power lines. Suddenly people would have to resort to older age tech to survive until the infrastructure is back up.

- Marriage, new lines. There's no real reason why Eves should be remembered forever. It's more natural that they are forgotten by time, and that new families form.

#70 Re: Main Forum » Diminishing returns » 2019-10-28 19:17:34

jasonrohrer wrote:

Perhaps players just start getting bored after 2 days, and half the population wants it to end?

Maybe this is because resources don't run out fast enough to keep it interesting.

...

Re-open the Eve window periodically to keep propping up the arc with fresh fams?

Playing as Eve or in an early village surrounded by abundant nature is very different from playing in an society based on agriculture and technology. It would not surprise me if some choose to end the arc on purpose for that reason.

Even if you re-open the Eve window, the experience is not the same as starting out in "virgin" land.

And I assume that no matter how much lack of resources you introduce, no matter how much struggle and war, the tasks in post-Eve societies still remain the same: Pick berries, pick carrot, feed sheep, make compost...

Is it possible to create a new kind of experience for late towns that makes it different than other "post Eve" villages somehow? To give the players something to yearn for and work towards?

#71 Re: Main Forum » Diminishing returns » 2019-10-28 07:35:20

jasonrohrer wrote:

I do think that people want the stuff that they build to last as long as possible, though, right?

Yes, but I suppose that depends on how long the arcs last.
The arc ending is inevitable. So does it matter if your builds last ten hours longer when they'll vanish in a day or two anyway? Maybe it's better for the players to optimize for fun by using as much resources as they can, let the arc end quickly and open a new Eve window?

#72 Re: Main Forum » Why is there a Rift? » 2019-10-27 00:56:24

jasonrohrer wrote:

The rift is likely a temporary thing.

Yaaay big_smile

#73 Re: Main Forum » I trust in Jason's decisions » 2019-10-24 06:46:21

jasonrohrer wrote:

Which is why I discuss the game and design problems constantly with other game designers.

But do the experts understand your game? Games are very different after all. The people who love chess might or might not be the same people who love crosswords. I know people who love crosswords who hate Sudoku. Because it has numbers. (Although to be fair, it might be the logic part that puts them off, not the numbers themselves.)

And someone who understand what makes 1st person shooter games work might not  recognize what makes, let's say, Stardew Valley fun.

So it should be of value to you to know what kinds of players are attracted to OHOL, and why. At the very least, you should ask them why they picked up the game in the first place. And then, you should ask how you can capitalize on the specifics that draws people in first before you look to other kinds of games and genres.

OHOL does have something very unique, something intriguing, that sets it apart from other games and that just might appeal to a different kind of players, or at least inspire a different kind of play style. If you find a way to nourish that, I think you'll be fine.

#74 Re: Main Forum » I trust in Jason's decisions » 2019-10-23 20:07:41

Jason, maybe you're right and we don't know what we need, but we do know when we're having fun. wink

And, well, maybe you're a bit too immersed in the many lines of code you've produced. Maybe you know your game a bit too well so that it is hard for you to take a step back and get a clear view of it. Because sometimes it feels like you introduce a change in order to fix one problem without care for how it also changes something else.

(I know some authors talk about how they need to put their projects away for half a year or more in order to be able to see it with fresh eyes.)

#75 Re: Main Forum » The case for seasons » 2019-10-22 09:24:12

Lum wrote:
Toxolotl wrote:

- Could be a new player killer.

WOULD be a new player killer.

But isn't that what Jason is creating already? A rift with dwindling resources, where it seems the goal is to make the arc unlivable towards the end. To see what interesting choices the players make in dire situations.

The difference is that in the rift, there is no hope. There is no win condition. There is only the end, and players disagree at what point the rift no longer has any fun to offer, and when everybody should start killing each other in order to end the pain sooner rather than later.

Seasons is the rift (but in an open world) with no hope for a while, but with a win condition: Survive the harsh winter, and summer will return. Unlike the rift, there is purpose in trying to survive.

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