Demetrias
Emperor
You mean in the five years I wasn't here nobody ever, ever conquered the whole map?
By the way what is the meaning of the prefix meta
Ultimately the latter. The only way to really get there however, as people on this forum are as a general rule lazy, is the former. I believe the simplest answers are dolling out harsh punishments and generally restricting players solely to the in-game position of head of government when possible (as told to certain other people in an earlier discussion in this thread).Do you think stricter controls by Mods or individual player self regulation would help more to end the problem with Meta-gaming?
Meta (from Greek: μετά = "after", "beyond", "with").By the way what is the meaning of the prefix meta?
Meta (from Greek: μετά = "after", "beyond", "with").
I certainly agree with you and hope I have included many of those aspects you talk about in Forge of Empires. As far as including negative events, i have been surprised at how many (half maybe) of the player in FoE have "bad stuff" set their nations back in the opening 100 year turn.Ultimately the latter. The only way to really get there however, as people on this forum are as a general rule lazy, is the former. I believe the simplest answers are dolling out harsh punishments and generally restricting players solely to the in-game position of head of government when possible (as told to certain other people in an earlier discussion in this thread).
Freedom in this case actually is slavery. Players can generally do whatever they want. They don't have to make choices, really, except when it comes to dealing with other players. That's a large part of why NES tends to become a war game. And since people can do mostly whatever they want, even there they don't have many restrictions. So it doesn't just become a war game, it typically becomes a total war game.
As a result success in the domestic fields is generally unfulfilling and of little utility except to leverage that success against other players. What you tend to see therefore... are attempts at success in foreign fields. Again, war.
Striving for success is natural. Infinite success is not. When success is a curve whose upward growth is more or less only ever broken by other players, and exceedingly few players (Stormbringer being the major and perhaps sole exception) are willing to engineer negative events themselves for the purposes of mimicking the actual ebb and flow of a society's fortunes, it falls to the moderator to do it instead. Utilizing that as a rationalization to punish stupid or wildly out of character behavior fits snugly.
Restricting player choices and forcing them to actually grapple with issues beyond each other actually expands the number of things they have to do, or can do, since they no longer control everything, and must work to get results. Diminishing the competition aspect should diminish metagaming correspondingly.
If it did in fact work that way (as this is just my theory), then I think the result would be games where you could do more varied things, like build an laissez-faire economy, or a welfare state, dabble in politics or research, work at building a stable and prosperous society, conduct actual meaningful diplomacy, and yes, occasionally let slip the dogs of war.
That sounds to me more interesting than the current state of affairs where almost all of those things are almost invariably directed into apocalyptic struggles to decide the fate of the world. Fun as those are, it gets a little old when that's all there is to do. I think if players could actually experience this, and it worked, most of them would agree, and take steps to regulate their own behavior to maintain it.
But you'd have to set it up and impose it on them first. That takes someone who is not afraid of crushing dreams and egos for the common good; moderators who are too nice are also something of a problem in NES, I think, but that's another story.
As far as including negative events, i have been surprised at how many (half maybe) of the player in FoE have "bad stuff" set their nations back in the opening 100 year turn.
Symphony D. said:Name me a single example of a country that has won reality.
Symphony - if that were a petition I would sign it. Well said.
Striving for success is natural. Infinite success is not. When success is a curve whose upward growth is more or less only ever broken by other players, and exceedingly few players (Stormbringer being the major and perhaps sole exception) are willing to engineer negative events themselves for the purposes of mimicking the actual ebb and flow of a society's fortunes, it falls to the moderator to do it instead. Utilizing that as a rationalization to punish stupid or wildly out of character behavior fits snugly.
Anyways, what kind of NES would be best for me to moderate, since my other NESes have been almost complete failures?
Then let me rephrase it to, why don't more experienced people want to join my NESes, besides history.![]()
And if you say, because you are too inexperienced, I will tell you to shut up, and I need a chance to become experienced.![]()
1) "Powergaming," wherein the rules are examined and exploited to their maximum capacity in order return maximum reward. See Abaddon in BirdNES I.
Not a bad thing: This seems to be entirely fair and nothing more than an energetic and intelligent ruler working the system he finds himself in. Doing anything less is either lazy or unintelligent. ?
A lesson I learned in "The New World". A formal structure needs to be there to keep players from going overboard and the "giant wargame scenario" taking over. I need a large automated support structure to track of it all and provide consistency over time. Information managment is very difficult for me in a large game. Hiding the mechanics should force players to think more like a leader than a player. When the first turn stats for BirdNES are posted, it will be clear that very different spending strategies were used. Some nations opted for army strength others for culture etc. Players who wanted one thing, but got another will have to think about how they spent when turn two comes around.Which is exactly why I have argued for hiding the mechanics better during the discussions for BirdNES. We'll see how that works out there.
Decloak: As informed and resourceful as ever, it would seem. What the christ, it's in the drat Wiki.
You can make as many Demetrias drunken Dwarven peasants as you want.