Utilitarian analysis of quitting and not quitting

lol
I actually red the wordfile, not just opnening it, wondering what the heck it was about and closing it. Mabye it has do do with the little math I actually tok at university.

Anyhow.

Yes you are right about that! And the biggest problem for people not in a group who just play random people the uttility quitting is bigger than staying when things go bad just not for that games but for any number of games.

It is just when your behavour in one games affect future games that the uttility is different between 1 and an unlimited number of games.
 
..All thought I agree about the utilitarian analysis Im not sure I woudl agree it is a common pool problem. I am first of all not sure civ is a common pool resource (Any number of players can play civ without having less civ left for those who are allready using it (unlike fish in the sea)

Civ must be more a public good.

If you look at the acion, that is quitting in itself from a game is actually to stop using the public good that is civ. In this case if u do it got the opposite effect. Les uttility for those who stay.

Civ is therefore a common pool resource in reverse. The less people using it the less uttility for those who stay.

ah I lost myself there..

anyway.. this is just for the lols
 
..All thought I agree about the utilitarian analysis Im not sure I woudl agree it is a common pool problem. I am first of all not sure civ is a common pool resource (Any number of players can play civ without having less civ left for those who are allready using it (unlike fish in the sea)

Civ must be more a public good.

If you look at the acion, that is quitting in itself from a game is actually to stop using the public good that is civ. In this case if u do it got the opposite effect. Les uttility for those who stay.

Civ is therefore a common pool resource in reverse. The less people using it the less uttility for those who stay.

ah I lost myself there..

anyway.. this is just for the lols

Let me try to explain this way.

A typical common pool resource is a highway network. I think that's a good analogy to civ. Think of steam/civ MP as a highway network from which all civ players derive utility. (similar to highway network form which drivers get utility). Now think of quitting and no quitting as analogous to following trafic rules and vice versa.

It might be better (in utilitarian terms) for the individual driver to break the trafic rules to get to a place quicker, but if everyone where to break the trafic rules regularly, the same driver would get less utility.

For civ, it might be better for the individual player to quit a game not going too well, but if everyone were to quit every time it is not going too well, all players would get less utility.
 
Yes but unfortunately, people seldom see the big picture like that, and see breaking "the rules" as benefiting them and not having any effect on the group at all.

This is why we invented governments to manage the systems that promote the "good for all" solution on behalf of society and it's members.

The league and other fan sites do this in Civland, if you break the rules you get removed from the group and you lose the benefits of being part of the group. The threat of being removed from the group is enough for most people to obey the rules even though they would not normally, and still don't realize that the rules are their for the greater good of all.

Of course you always get the 1% that cause 99% of your problems, but models like the "common pool problem" generally only work for the centre of the bell curve not the extremes.

CS
 
I can't help but think of this thread as a masked ad for the no quitters group. Oh well. At least you used a lot of time on it ;)

By the way, you'd probably attract a lot more players if you wrote your steam group text in a bit more civil matter. But that's just MHO.
 
Ok. Tommynt. I agree with you for once. I have no life ;)

I've finalized my thoughts in a new thread for a conclusive model of Civ MP utilitarian behavior as requested by eml_joe. I'm sure it's full of flaws, but this is just for the lols.
 

Attachments

Interesting.

That is serious problem that occurs not only in civ.

I dont think we need graphs though, perception is enough. But in economics they are widely used even for the most obvious things.

You may also make graphs showing how importance of non-quitting rises as the length of match increases. And how it is influenced by number of players.

It is also worth saying that teamers suffer more from quitting.
 
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