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<H1>RE: [MUD-Dev] CGDC dinner</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] CGDC dinner </LI>
<LI><em>From</em>: "Joe Andrieu" &lt;<A HREF="mailto:joe#andrieu,net">joe#andrieu,net</A>&gt;</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:
&gt; Hurm.
&gt; 
&gt; Conceptually I look at the two as potential energy versus kinetic
&gt; energy.  They're both exactly the same thing, measured in exactly
&gt; the same units, it just that one is in the process of moving.  This
&gt; has the advantage of also bring in the concept of the difference
&gt; between static and dynamic friction in regards to rates of change of
&gt; energy levels.  If you look at it that way, the problems with
&gt; hoarding degrade into problems with over-charged batteries or large
&gt; weights being held up -- things that the RL universe conspires
&gt; against thru simple decay (unpopular with players), and its less
&gt; obvious osmotic counterpart entropy (things leak back towards
&gt; zero-sum steady-state (ie decay)).

Yeah, that's a nice way to look at it. 

 
&gt; Entrpoy is a concept that doesn't seem tobe directly dealt with much
&gt; in current game designs (other than the crude level of direct object
&gt; decay).  The Ur/Meta/Instantiated object concept potentially
&gt; provides a model here for gross entropic events (bank robberies?,
&gt; thief silently replaces your mega-sword with a tinfoil sham without
&gt; your noticing?).


Ouch.  That could get dangerous.  But if done well--and predictably so, then it might work.
 
&gt; &gt; And if we have a consumer economy, why not create a debt mechanism
&gt; &gt; so players could buy gear on credit and go adventure to pay for
&gt; &gt; it--very motivational and more challenging than the endless hack
&gt; &gt; to scrape a few coins together to upgrade my dagger to a short
&gt; &gt; sword.  And if they can't pay back the credit when credit is due,
&gt; &gt; when, just think Loan Shark and some very interesting in-game
&gt; &gt; solutions pop up.  This of course also creates a direct mechanism
&gt; &gt; for managing the money supply, a la Greenspan and the Federal
&gt; &gt; Reserve.
&gt; 
&gt; I'd find it a little more interesting to create active supports for
&gt; players to play bankers, loan sharks etc.  Make the players
&gt; instantiate the financial industries, along with all the normal
&gt; safeguargs (and their costs) or lack of such safeguards (and lesser
&gt; costs), and all the normal mafioso-style interesting behaviour that
&gt; 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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<LI><STRONG><A NAME="00619" HREF="msg00619.html">Re: [MUD-Dev] CGDC dinner</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#kanga,nu&gt;</LI></UL></LI>
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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
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<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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