MOTH said:
Strider,
It seems to me you are saying that in the current gov't style we are discussing and re-discussing the long-term plans too much (and over and over again) and that the short term micro-mananagement is suffering. Is this basically correct?
My personal problem and dislike of the DG5 style gov't was that there was extremely little long term planning and it was almost all the immediate micro-management and our direction was always somewhat a "flavor of the week". Do you have any suggested enhancements to address this weakness with the dg5 style gov't?
My question is can there be a middle ground? If we stay with the current can we reduce some of the redundent long-term planning while enhancing the short-term micro-management? If we go back to the dg5 style gov't is there a way to get long term planning an integral part of the discussions?
I am open to suggestions. I personally cannot agree to go back to the dg5 style gov't unless the old problems are somehow addressed.
The fifth demogame constitution was quite possibly the lowest the old system has ever become. Close to the start of DG5 I advocated huge reforms, however, none of those were pushed through. I disliked the DG5 constitution, and I would prefer not to revert back to it.
What I want is a
complete intergration, we look at what worked, how well it worked, and if there is any possible ways to make it work better. We take the best, or the best of the best.
DG1 and DG2 were the glory days of the demogame, I'm sure you've heard many of us older members tell you that. Both of them had long, drawn out constitutions, which went into great detail. Both of the constitutions were well-organized and handled most of the aspects of the DG (can't find the DG1 or DG2 constitutions, however they were extremely similiar).
During DG3 we decided to use a much shorter constitution, and well, that created (no matter what Donsig tries to tell you) utter diaster. Then, during DG4 our wiseman (AKA Shaitan) left us. Might have been during DG3 though, not quite sure on the timeframe. Anyway the point of the matter is, there was no strong leader, we merely took the best of Shaitans work and stuck it together into one huge lump which later became the DG4 constitution. Well, and I'm sure you know how the DG5 constitution came about. Although they were pieces of crap, they did hold several good factors, and it would be pitiful not to recognize that. What I would prefer to do is, as I said before, take what works.
Now, while the current constitution has failed it's primary objective, the basis of long-term planning is something that needs to be thought about. I believe that the key to do this would be, rather than forcing long-term planning, create an environment that promotes long-term planning.
Of course, taking all of the older ideas of the game isn't the best of ideas. Times change, and we have to change with it. So a modernization is needed, however, it should still be based off of the theories and framework of the orginal. Still, I would feel much more comfortable experimenting above a solid and proven framework.
I'll put it this way, currently we have a pillar (which is the old system). This pillar has been tested and built well, and is strong and sturdy. This gives us the strength and solidity to experiment with differant architectural designs. Now, say we have another pillar, one that we just threw together that has not been tested. Does it seem wise just to start throwing things ontop of it, not knowing wether or not were going to get crushed beneath?
I was never against the idea of long-term planning, no matter what anyone says. What I was against was the drastic measures that was taken to achieve it. We
did not have to re-create an entire constitution to bring about long-term planning, we could have done it easily enough with the current system. Would have been easier, faster, more complete, and I'm sure we wouldn't be having this discussion right now if it had been done that way.
The current system fails, in that it focus's entirely on long-term planning, even with aspects that do not need it. Not every part of the game needs long-drawn out plans, and many work much better without them. Of course, in return, there are many that work much better with them. We don't really need to catergize these, but rather allow us the freedom to choose wether we want to plan it out, or we don't.
Does this clear anything up?