Difference between revisions of "Comparison of action systems"
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* Forces players to '''grind''', remembering to take the action very frequently | * Forces players to '''grind''', remembering to take the action very frequently | ||
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* Rewards '''quick reactions'''. In some situations, a player who reacts first to the new day can get the advantage. | * Rewards '''quick reactions'''. In some situations, a player who reacts first to the new day can get the advantage. | ||
* '''Stalemate''': In all other situations, players will want to take the action as late as possible in the cycle, so that others have less time to react to it, and they have more time to react to other players. | * '''Stalemate''': In all other situations, players will want to take the action as late as possible in the cycle, so that others have less time to react to it, and they have more time to react to other players. | ||
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* '''Use-it-or-lose-it''' | * '''Use-it-or-lose-it''' | ||
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* Still some '''grind''' | * Still some '''grind''' | ||
* In some cases, rewards '''quick reactions'''. | * In some cases, rewards '''quick reactions'''. | ||
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* Some distinction between active and inactive players | * Some distinction between active and inactive players | ||
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* Still some '''grind''' | * Still some '''grind''' | ||
* '''Stalemate:''' Pushes players to take all seven actions as late as possible in the cycle | * '''Stalemate:''' Pushes players to take all seven actions as late as possible in the cycle | ||
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* '''Visible status''': Easy to see how prepared each player is to take build actions | * '''Visible status''': Easy to see how prepared each player is to take build actions | ||
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* '''Stalemate''': Players with coins may wait to see what others do, before spending their own | * '''Stalemate''': Players with coins may wait to see what others do, before spending their own | ||
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* '''Game noise''': Bursts of game activity can happen at any time during the day or week | * '''Game noise''': Bursts of game activity can happen at any time during the day or week | ||
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* '''Newcomer advantage''': Later players can make optimum moves based on others' earlier mistakes | * '''Newcomer advantage''': Later players can make optimum moves based on others' earlier mistakes | ||
* '''Stalemate''' | * '''Stalemate''' | ||
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* No '''race''' condition; there is no advantage in reacting quickly | * No '''race''' condition; there is no advantage in reacting quickly | ||
+ | * No '''stalemate''' in waiting to see what others do | ||
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* Needs rule machinery to handle the turn sequence | * Needs rule machinery to handle the turn sequence | ||
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* No '''race''' condition | * No '''race''' condition | ||
− | * | + | * No '''stalemate''' |
* Encourages all players to be active | * Encourages all players to be active | ||
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* '''Needs Emperor moderation''': complex resolution systems can become a [[Avoiding_Dead_Ends#Complex_Update_Actions|dead end]] | * '''Needs Emperor moderation''': complex resolution systems can become a [[Avoiding_Dead_Ends#Complex_Update_Actions|dead end]] | ||
* Secrecy can delay the noticing of mistakes or loophole abuse, if a player submits an illegal or surprising order | * Secrecy can delay the noticing of mistakes or loophole abuse, if a player submits an illegal or surprising order | ||
− | * Inactive players may need to be dealt with | + | * Inactive players [[The Timeout Paradox|may need to be dealt with]] |
|| [[Ruleset 120#Notes]], <br/>[[Ruleset 169#The Watch]], <br/>[[Ruleset_219#Commencing_a_Duel|Ruleset 219#Duel]] | || [[Ruleset 120#Notes]], <br/>[[Ruleset 169#The Watch]], <br/>[[Ruleset_219#Commencing_a_Duel|Ruleset 219#Duel]] | ||
+ | |- | ||
+ | | Bursty simultaneous reveal | ||
+ | ||''"Players submit build orders secretly to the Emperor. Every so often, the Emperor applies all pending orders."'' | ||
+ | || | ||
+ | * Reduced '''race''' condition | ||
+ | * Reduced '''stalemate''' | ||
+ | || | ||
+ | * '''Needs Emperor moderation''' | ||
+ | * Delays from illegal or surprising orders | ||
+ | || [[Ruleset 222#Clock Cycle]] | ||
|- | |- | ||
| Synchronised actions | | Synchronised actions | ||
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* No '''race''' condition | * No '''race''' condition | ||
+ | * Reduced '''stalemate''' | ||
* Actions don't depend on those of others | * Actions don't depend on those of others | ||
− | |||
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* Requires a '''complex''' processing step | * Requires a '''complex''' processing step | ||
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* No '''advantage to older players''': any player can take this action however much they want at any time. | * No '''advantage to older players''': any player can take this action however much they want at any time. | ||
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− | * Risk of '''game silence''' while players wait for the ideal moment to perform the actions. | + | * Risk of '''game silence''' and '''stalemate''' while players wait for the ideal moment to perform the actions. |
* Encourages '''burst activity''', where nothing happens for a while and then everything happens. | * Encourages '''burst activity''', where nothing happens for a while and then everything happens. | ||
* The gained resource can become [[BlogNomic Jargon|fool's gold]]. | * The gained resource can become [[BlogNomic Jargon|fool's gold]]. | ||
− | * Can | + | * Can turn into a '''race''' if players have been waiting for a rule or gamestate change before building. |
|- | |- | ||
| Proposals | | Proposals | ||
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* Removes '''grind''', if the downside is enough that players will not always want to take the action. | * Removes '''grind''', if the downside is enough that players will not always want to take the action. | ||
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− | * If the downside is currency-like, it may introduce the downsides of currency ( | + | * If the downside is currency-like, it may introduce the downsides of currency ('''stalemate'''). |
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* Weekly actions (where a week = 96 hours) + first-mover advantage = [[Ruleset 181#Natural Monuments]] | * Weekly actions (where a week = 96 hours) + first-mover advantage = [[Ruleset 181#Natural Monuments]] | ||
* Weekly topup + resource cap + cost actions by frequency + hidden information + shared playing area = [[Ruleset 182#Turns]] | * Weekly topup + resource cap + cost actions by frequency + hidden information + shared playing area = [[Ruleset 182#Turns]] | ||
+ | |||
+ | ==Success stories== | ||
+ | Not intended as an exhaustive list yet, but it's worth keeping track of systems which worked particularly well: | ||
+ | * The Wizard Duel dynasty used a [[Ruleset_219#Commencing_a_Duel|simultaneous reveal system]] where players submitted orders to the Emperor and these were resolved only when ''every player'' had done so. Players could also retract orders if they'd changed their mind. The required unanimity worked particularly well with the proposal queue, with players occasionally holding their order back until a proposal had passed or failed, and the game only proceeding to the next round when everybody wanted it to. The dynasty had no issues with inactive players failing to submit orders - this may have been luck, or could have been the obvious social pressure that would be present from other players waiting for an inactive player to respond. (Conversely, [[Ruleset_203#The_Queue|the turn system]] in the Atlantean City dynasty floundered at times ''because'' it had a built in time-out for inactive players, which created less social pressure to actually take a turn, the minimum ruleset-acceptable activity being "do nothing ever".) There's an essay about this at [[The Timeout Paradox]]. | ||
[[Category:Essays]] | [[Category:Essays]] |
Latest revision as of 14:29, 21 November 2024
This is a comparison of ways in which a BlogNomic dynasty can restrict the performance of actions, using a hypothetical example where the gameplay centres around the building of bricks. (It's assumed that the goal is to build a lot of bricks, but there are unseen other rules in place that make the exact time and method of this more nuanced.)
This still needs expanding, feel free to add more examples, and more pros and cons for those already listed.
Action timing
System | Example rule | Pros | Cons | As seen in |
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Short cycle actions (eg. daily) | "As a daily action, a player may build one brick." |
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Long cycle actions (eg. weekly) | "The Emperor may announce a new round if the current round is more than 96 hours old. Once per round, a player may build seven bricks." |
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Ruleset 210#The Gift of the Isle |
Cycle topup | "At the start of the week, each player gains seven bricks. A player may build a brick at any time." |
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Currency | "At any time, a player may pay a coin to buy and build a brick." (Other game rules output coins in a complex way.) |
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Finite personal resource | "Players start with 50 bricks each. At any time, a player may build one of their bricks." (Rules generally do not output additional bricks.) |
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Ruleset 147#Bankroll (?) |
Finite shared resource | "The group starts with 250 bricks. At any time, a player may take one of the group's bricks and build it." |
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Turn-based | "The active player may build a brick at any time. It then becomes the turn of the next player." |
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Ruleset 155#Crates, Ruleset 181#Turns, Ruleset 172#Battle Actions, Ruleset 167#Bidding Queue, Ruleset 203#The Queue |
Simultaneous reveal | "Players submit build orders secretly to the Emperor. When all players have submitted orders, the Emperor applies them." |
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Ruleset 120#Notes, Ruleset 169#The Watch, Ruleset 219#Duel |
Bursty simultaneous reveal | "Players submit build orders secretly to the Emperor. Every so often, the Emperor applies all pending orders." |
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Ruleset 222#Clock Cycle |
Synchronised actions | "Players announce build plans publicly and can change them. When nobody has changed their mind for 24 hours, all plans are built." |
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Ruleset 179#Wagers |
Date-based income | "Players have as many bricks as the numerical difference between the start date and today. They can build a brick by increasing their personal start date." |
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Ruleset 170#Workdays |
Infinite | "A player may build a brick at any time." |
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Proposals | "To build one or more bricks, make a proposal declaring your wish to do so: if it enacts, they are built." |
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Ruleset 117#The Chambers, Ruleset 193#Floors |
Auctions | "Players make open bids of coins, where only one auction is open at a time. When nobody wants to bid any higher, the highest bidder may build a brick." |
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Ruleset 139#Planning, Ruleset 147#Auctions Ruleset 176#Auctions |
Action modifiers
Modifying how the action is performed can mitigate some of the downsides in the above table.
Modifier | Example rule | Pros | Cons | As seen in |
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Downside | "Whenever a player builds a brick, the wolf attacks them." |
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First-mover advantage | "The first player to build each round build 10 bricks, the next 9, etc." |
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Randomly determined | "As an X action, a player rolls a die and builds that many bricks." |
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Resource cap | "A player has a pool of up to 10 bricks to build with, and gains 7 per week." |
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Cost actions by frequency | "A player may build a brick at any time but must pay one additional brick for each brick they've built that day." |
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Caretaker roles | "A player may build a brick by announcing this in a blog post. Any caretaker may apply the gamestate changes." |
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Hidden information | "Each player has a secret shape they are trying to build." / "Each player has a secret pool of randomly coloured bricks." |
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Shared playing area | "Each player places bricks of their colour on the same shared building site." |
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Ruleset 1#The Game Board, Ruleset 182#The Mosaic |
Hashes | "Players record an MD5 hash of their next build action, to be revealed after all have recorded one." |
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Ruleset 132#Confessions |
Combined examples
- Weekly topup + resource cap = Ruleset 180#Stamina
- Weekly actions (where a week = 96 hours) + first-mover advantage = Ruleset 181#Natural Monuments
- Weekly topup + resource cap + cost actions by frequency + hidden information + shared playing area = Ruleset 182#Turns
Success stories
Not intended as an exhaustive list yet, but it's worth keeping track of systems which worked particularly well:
- The Wizard Duel dynasty used a simultaneous reveal system where players submitted orders to the Emperor and these were resolved only when every player had done so. Players could also retract orders if they'd changed their mind. The required unanimity worked particularly well with the proposal queue, with players occasionally holding their order back until a proposal had passed or failed, and the game only proceeding to the next round when everybody wanted it to. The dynasty had no issues with inactive players failing to submit orders - this may have been luck, or could have been the obvious social pressure that would be present from other players waiting for an inactive player to respond. (Conversely, the turn system in the Atlantean City dynasty floundered at times because it had a built in time-out for inactive players, which created less social pressure to actually take a turn, the minimum ruleset-acceptable activity being "do nothing ever".) There's an essay about this at The Timeout Paradox.