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<H1>RE: [MUD-Dev] CGDC dinner</H1>
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<LI><em>To</em>: <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI>
<LI><em>Subject</em>: RE: [MUD-Dev] CGDC dinner </LI>
<LI><em>From</em>: "Joe Andrieu" <<A HREF="mailto:joe#andrieu,net">joe#andrieu,net</A>></LI>
<LI><em>Date</em>: Thu, 16 Mar 2000 09:35:41 -0800</LI>
<LI><em>Importance</em>: Normal</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
J C Lawrence wrote:
> Hurm.
>
> Conceptually I look at the two as potential energy versus kinetic
> energy. They're both exactly the same thing, measured in exactly
> the same units, it just that one is in the process of moving. This
> has the advantage of also bring in the concept of the difference
> between static and dynamic friction in regards to rates of change of
> energy levels. If you look at it that way, the problems with
> hoarding degrade into problems with over-charged batteries or large
> weights being held up -- things that the RL universe conspires
> against thru simple decay (unpopular with players), and its less
> obvious osmotic counterpart entropy (things leak back towards
> zero-sum steady-state (ie decay)).
Yeah, that's a nice way to look at it.
> Entrpoy is a concept that doesn't seem tobe directly dealt with much
> in current game designs (other than the crude level of direct object
> decay). The Ur/Meta/Instantiated object concept potentially
> provides a model here for gross entropic events (bank robberies?,
> thief silently replaces your mega-sword with a tinfoil sham without
> your noticing?).
Ouch. That could get dangerous. But if done well--and predictably so, then it might work.
> > And if we have a consumer economy, why not create a debt mechanism
> > so players could buy gear on credit and go adventure to pay for
> > it--very motivational and more challenging than the endless hack
> > to scrape a few coins together to upgrade my dagger to a short
> > sword. And if they can't pay back the credit when credit is due,
> > when, just think Loan Shark and some very interesting in-game
> > solutions pop up. This of course also creates a direct mechanism
> > for managing the money supply, a la Greenspan and the Federal
> > Reserve.
>
> I'd find it a little more interesting to create active supports for
> players to play bankers, loan sharks etc. Make the players
> instantiate the financial industries, along with all the normal
> safeguargs (and their costs) or lack of such safeguards (and lesser
> costs), and all the normal mafioso-style interesting behaviour that
> surrounds it.
Heh. That's certainly a lot more fun. And perhaps you can keep the "Greenspan control knob" that you get when you regulate the interest rate. Set a prime rate that only the most trustworthy can get from the game's institutions and let players fill in the rest of the hierarchy. It'd be kind of fun to play a loan shark... Of course, it'd be nice if you could just break someone's fingers or legs without trying to kill them, but I guess we are all working towards more realistic simulations. ;)
-j
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>RE: [MUD-Dev] CGDC dinner</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00584" HREF="msg00584.html">RE: [MUD-Dev] CGDC dinner</A></strong>,
Joe Andrieu <a href="mailto:joe#andrieu,net">joe#andrieu,net</a>, Mon 13 Mar 2000, 07:00 GMT
<UL>
<LI><strong><A NAME="00592" HREF="msg00592.html">Re: [MUD-Dev] CGDC dinner</A></strong>,
Ryan Palacio <a href="mailto:rpalacio#verant,com">rpalacio#verant,com</a>, Mon 13 Mar 2000, 17:24 GMT
</LI>
<LI><strong><A NAME="00619" HREF="msg00619.html">Re: [MUD-Dev] CGDC dinner</A></strong>,
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 16 Mar 2000, 02:46 GMT
<UL>
<LI><strong><A NAME="00620" HREF="msg00620.html">Re: [MUD-Dev] CGDC dinner</A></strong>,
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 16 Mar 2000, 05:39 GMT
</LI>
<LI><strong><A NAME="00630" HREF="msg00630.html">RE: [MUD-Dev] CGDC dinner</A></strong>,
Joe Andrieu <a href="mailto:joe#andrieu,net">joe#andrieu,net</a>, Thu 16 Mar 2000, 17:39 GMT
</LI>
<LI><strong><A NAME="00639" HREF="msg00639.html">Re: [MUD-Dev] CGDC dinner</A></strong>,
Derek Snider <a href="mailto:derek#idirect,com">derek#idirect,com</a>, Thu 16 Mar 2000, 22:26 GMT
<UL>
<LI><strong><A NAME="00645" HREF="msg00645.html">Re: [MUD-Dev] CGDC dinner</A></strong>,
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Fri 17 Mar 2000, 06:29 GMT
<UL>
<LI><strong><A NAME="00653" HREF="msg00653.html">Re: [MUD-Dev] CGDC dinner</A></strong>,
Wes Connell <a href="mailto:wconnell#skotos,net">wconnell#skotos,net</a>, Fri 17 Mar 2000, 19:28 GMT
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<LI><strong><A NAME="00593" HREF="msg00593.html">RE: [MUD-Dev] CGDC dinner</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 13 Mar 2000, 17:57 GMT
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