Difference between revisions of "Comparison of action systems"
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! System !! Example rule !! Pros !! Cons !! As seen in | ! 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."'' | || ''"As a daily action, a player may build one brick."'' | ||
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* '''Use-it-or-lose-it''' forces a decision | * '''Use-it-or-lose-it''' forces a decision | ||
|| | || | ||
− | * Forces players to '''grind''', remembering to take the action | + | * Forces players to '''grind''', remembering to take the action very frequently |
* '''Advantages older players''' over newer ones: by the end of the game, they will have had more chances to build bricks | * '''Advantages older players''' over newer ones: by the end of the game, they will have had more chances to build bricks | ||
− | * '''Stalemate''': | + | * 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. | ||
|| | || | ||
|- | |- | ||
− | | | + | | 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."'' |
|| | || | ||
* '''Easy to understand''' | * '''Easy to understand''' | ||
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* '''Advantages older players''' | * '''Advantages older players''' | ||
* Still some '''grind''' | * Still some '''grind''' | ||
− | * ''' | + | * In some cases, rewards '''quick reactions'''. |
− | * '''Some game silence''': Hard to tell (early in the | + | * In others, pushes players to '''stalemate''' and take the action as late as possible in the cycle. |
− | || | + | * '''Some game silence''': Hard to tell (early in the cycle) if other players are biding their time, or bored |
+ | || [[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."'' | || ''"At the start of the week, each player gains seven bricks. A player may build a brick at any time."'' | ||
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* '''Advantages older players''' | * '''Advantages older players''' | ||
* Still some '''grind''' | * Still some '''grind''' | ||
− | * '''Stalemate:''' Pushes players to take all seven actions as late as possible in the | + | * '''Stalemate:''' Pushes players to take all seven actions as late as possible in the cycle |
* '''Game silence''': Patience and boredom broadly indistinguishable | * '''Game silence''': Patience and boredom broadly indistinguishable | ||
* Encourages '''stockpiling''' | * Encourages '''stockpiling''' | ||
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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 | ||
|| | || | ||
− | |||
* The context that brick exist in differ between older and newer players, which may bonus or penalize one or the other. | * The context that brick exist in differ between older and newer players, which may bonus or penalize one or the other. | ||
− | * '''Newcomer advantage''': | + | * '''Newcomer advantage''': Later players can make optimum moves based on others' earlier mistakes |
+ | * '''Stalemate''' | ||
|| [[Ruleset 147#Bankroll]] (?) | || [[Ruleset 147#Bankroll]] (?) | ||
|- | |- | ||
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||''"The group starts with 250 bricks. At any time, a player may take one of the group's bricks and build it."'' | ||''"The group starts with 250 bricks. At any time, a player may take one of the group's bricks and build it."'' | ||
|| | || | ||
− | * '''Game noise''' | + | * '''Game noise''' |
* '''Use-it-or-lose-it''': Encourages players to act sooner rather than later | * '''Use-it-or-lose-it''': Encourages players to act sooner rather than later | ||
|| | || | ||
− | * Tragedy of the Commons: | + | * Tragedy of the Commons: a bad actor can empty the pool in one go |
|- | |- | ||
| Turn-based | | Turn-based | ||
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* No '''race''' condition; there is no advantage in reacting quickly | * No '''race''' condition; there is no advantage in reacting quickly | ||
|| | || | ||
− | * Needs rule machinery to handle the turn sequence | + | * Needs rule machinery to handle the turn sequence |
− | * | + | * Turn order matters: possibilities for first player advantage; later players copying moves; benefitting from being directly after a careless player |
− | * Lots of downtime, very slow-moving | + | * Lots of downtime, very slow-moving (especially if some players are inactive) |
− | * Ruleset changes | + | * Ruleset changes enacting mid-round can create a fairness issue, or require delaying mechanisms |
− | || [[Ruleset 155#Crates]], <br/>[[Ruleset | + | || [[Ruleset 155#Crates]], <br/>[[Ruleset 181#Turns]], <br/>[[Ruleset 172#Battle Actions]], <br/>[[Ruleset 167#Bidding Queue]], <br/>[[Ruleset 203#The Queue]] |
|- | |- | ||
| Simultaneous reveal | | Simultaneous reveal | ||
− | ||''"Players submit build orders secretly to the Emperor. | + | ||''"Players submit build orders secretly to the Emperor. When all players have submitted orders, the Emperor applies them."'' |
|| | || | ||
* No '''race''' condition | * No '''race''' condition | ||
* Actions do not depend on other players' earlier actions | * Actions do not depend on other players' earlier actions | ||
|| | || | ||
− | * ''' | + | * '''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 | ||
* Players may forget to submit orders | * Players may forget to submit orders | ||
− | + | || [[Ruleset 120#Notes]], <br/>[[Ruleset 169#The Watch]] | |
− | || [[Ruleset 120#Notes]], <br/>[[Ruleset 169# | + | |- |
+ | | Synchronised actions | ||
+ | ||''"Players announce build plans publicly and can change them. When nobody has changed their mind for 24 hours, all plans are built."'' | ||
+ | || | ||
+ | * No '''race''' condition | ||
+ | * Actions don't depend on those of others | ||
+ | * Weakens last-minute loopholes: a player using one reveals it to others, who can also use it | ||
+ | || | ||
+ | * Requires a '''complex''' processing step | ||
+ | * Can cause a '''stalemate''' if a player refuses to commit to a decision | ||
+ | || [[Ruleset 179#Wagers]] | ||
|- | |- | ||
| Date-based income | | Date-based income | ||
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* The gained resource can become [[BlogNomic Jargon|fool's gold]]. | * The gained resource can become [[BlogNomic Jargon|fool's gold]]. | ||
* Can possibly turn into a '''race''': having the amount of built bricks unknown until the moment having bricks is useful to the player. | * Can possibly turn into a '''race''': having the amount of built bricks unknown until the moment having bricks is useful to the player. | ||
+ | |- | ||
+ | | Proposals | ||
+ | ||''"To build one or more bricks, make a proposal declaring your wish to do so: if it enacts, they are built."'' | ||
+ | || | ||
+ | * '''Level playing field''' | ||
+ | * '''Game noise''' | ||
+ | * '''Use-it-or-lose-it''' | ||
+ | || | ||
+ | * Can slow the proposal queue down | ||
+ | ||[[Ruleset 117#The Chambers]], <br/>[[Ruleset_193#Floors_.5B45-48.5D|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."'' | ||
+ | || | ||
+ | * '''Game noise''' | ||
+ | * Can make the cost of actions self-balancing | ||
+ | || | ||
+ | * Each auction results in only a single action occurring | ||
+ | ||[[Ruleset 139#Planning]],<br/>[[Ruleset 147#Auctions]]<br/>[[Ruleset 176#Auctions]] | ||
|- | |- | ||
|} | |} | ||
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* Reduces the '''advantage to older players''', if newer players with luckier rolls can catch up. | * Reduces the '''advantage to older players''', if newer players with luckier rolls can catch up. | ||
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− | * | + | * Adds '''luck''', which may favor certain players regardless of their skill. |
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|- | |- | ||
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|- | |- | ||
| Cost actions by frequency | | 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 | + | || ''"A player may build a brick at any time but must pay one additional brick for each brick they've built that day."'' |
|| | || | ||
* Lessens '''burst activity''', because bursting is expensive. | * Lessens '''burst activity''', because bursting is expensive. | ||
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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."'' |
− | ''" | + | || |
+ | * Allows action '''complexity''' to be handled by a subset of players (possibly just the Emperor) who are comfortable with it. | ||
+ | * Reduces the chance of the gamestate becoming illegal. | ||
+ | || | ||
+ | * May give some [[BlogNomic Jargon|admin advantage]] to the caretaker players. | ||
+ | * Game can stall if the caretakers idle or are otherwise unavailable. | ||
+ | || | ||
+ | |- | ||
+ | | Hidden information | ||
+ | || ''"Each player has a secret shape they are trying to build."'' / ''"Each player has a secret pool of randomly coloured bricks."'' | ||
+ | || | ||
+ | * Reduces '''stalemate''': with some of the game hidden, players aren't just watching each other take verifiably optimal moves as late as possible. An early move can be a successful (or double) bluff. | ||
+ | || | ||
+ | * Requires an active Emperor (or complex hash system) to track. | ||
+ | * Scams can be opaque if they involve hidden gamestate. | ||
+ | || | ||
+ | |- | ||
+ | | Shared playing area | ||
+ | || ''"Each player places bricks of their colour on the same shared building site."'' | ||
+ | || | ||
+ | * Reduces '''stalemate''': a good opportunity seen early in the week may be unavailable by the end of it, encouraging players to seize the day. | ||
+ | || | ||
+ | * May add a '''race''' condition, to be the first to respond to another's move | ||
+ | || [[Ruleset 1#The Game Board]], <br/>[[Ruleset 182#The Mosaic]] | ||
+ | |- | ||
+ | | Hashes | ||
+ | || ''"Players record an MD5 hash of their next build action, to be revealed after all have recorded one."'' | ||
|| | || | ||
− | * | + | * Can remove the need for '''Emperor moderation''' |
− | |||
|| | || | ||
− | * | + | * Players can make mistakes when using hashes, invalidating moves |
− | || | + | || [[Ruleset 132#Confessions]] |
|- | |- | ||
|} | |} | ||
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==Combined examples== | ==Combined examples== | ||
− | * Weekly topup + resource cap = [[Ruleset | + | * Weekly topup + resource cap = [[Ruleset 180#Stamina]] |
− | * Weekly actions (where a week = 96 hours) + first-mover advantage = [[Ruleset 182# | + | * 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]] | ||
[[Category:Essays]] | [[Category:Essays]] |
Latest revision as of 15:13, 21 July 2023
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 |
---|---|---|---|---|
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." |
|
|
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 |
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 |
---|---|---|---|---|
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