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  • ✇The Ancient Gaming Noob
  • Stars Reach – Who is this Game For Anyway?Wilhelm Arcturus
    A new design post went up last week about Stars Reach seemingly tailored to the question being asked in the comments of past posts; Who is this game for?  I know Bhagpuss has put that very response in more than one comment so far. Stars Reach Continues However, if you were expecting a simple answer, something like Smed saying H1Z1 was dedicated to Star Wars Galaxies players, you are going to be disappointed.  SWG isn’t even mentioned, so as much as Bree at Massively OP has declared Stars Reach t
     

Stars Reach – Who is this Game For Anyway?

19. Srpen 2024 v 16:15

A new design post went up last week about Stars Reach seemingly tailored to the question being asked in the comments of past posts; Who is this game for?  I know Bhagpuss has put that very response in more than one comment so far.

Stars Reach Continues

However, if you were expecting a simple answer, something like Smed saying H1Z1 was dedicated to Star Wars Galaxies players, you are going to be disappointed.  SWG isn’t even mentioned, so as much as Bree at Massively OP has declared Stars Reach to be a remake of exactly that, that is not a specified goal.

Also, this is another philosophical post with a byline from Raph, so it is his sort of soft and/or more nuanced approach to these sorts of question.

But, I’ve been here for the philosophy so far, why not carry on.  My own posts in the area so far:

So what are we looking at as far as answers go?  Well, there is, in a big headline font, in all caps, the following:

THIS IS A SANDBOX GAME

I tried to reproduce the color, in case that was important, but they’re using a different color palette on their site, so it may not be a 100% match.

I think we knew this, but in case there were any questions, there it is.

Sandbox tends to mean game play that is not based on linear advancement, that there is no “winning” state like hitting the level cap, maxing out all your skills, or defeating the final raid boss and getting that epic gear drop that completes the set.  It is the journey and not the destination for Stars Reach, which has declared against anything like end-game raiding.

Which, as always, sounds great, but then I have been playing EVE Online for coming up on 18 years and the biggest problem there isn’t PvP or the cash shop or CCP messing up the economy through self-defeating attempts to make us play they way they want us to play or the difficulty of the UI or the lack of a decent map or the oft repeated, yet never substantiated tales of new players being ganked on their first undock.

No, the absolute, number one, no question about it problem is “So what do I do now?”

This is the problem, the reason you cannot have a pure sandbox game… because it wouldn’t even be a game.  It would be Garry’s Mod which, while it can be fun, is hard to classify as a game.  And it is an outlier in many way, the key one being its level of success.  You are unlikely to be able to duplicate that.

Raph has directly said that there needs to be a game, something to give players some sense of purpose out of the gate.  Likewise, EVE Online provides some sense of structure to help new players along, which are missions.  Only, then people get stuck in the missions, advance through them, get to the point where they have a nice battleship that can face roll level 4 missions… and they’re done and they leave, never to return, having solo’d themself through a few months of game play and ended up finding the game boring.

New Player Trajectory – 2014 edition

I can attest to that track as I did that myself, along with a few of the other obvious paths forward, like mining, manufacturing, and market tycoon.  They all end up feeling pretty empty once you achieve the level of success you were aiming for.  And CCP has spent some time trying to address this problem, which the spoke about nearly a decade back, though they ended up fixated on the tutorial for way too long… the main problem crops up AFTER the tutorial people… but have made some progress.  But it is still probably the #1 issue the game faces today, 21 years into its being.

in EVE Online the way out of that mission experience is to find a purpose beyond the mechanics of the game.  I am invested in the soap opera of null sec empires.  This has kept me playing for at least a decade and the roller coaster ride of it has pulled me back from a few points of thinking maybe it was time to move on.

But that, and the New Eden economy, rests on PvP and destruction and Raph is put combat on the optional list for Stars Reach.  No PvP save for the esoteric economic competition sense of the term.

So Stars Reach wants to give you some things to do.  No, wait, let me phrase that correctly.

SOME THINGS TO DO

Some things like, possibly:

  • THE ADVENTURER
    • Run across the geyser fields towards a crashed Old One ship, before the Cornucopia get there.
  • THE TRANSLATOR
    • Observe aliens speaking in strange glyphs; match them up, and crack the code of what they are saying.
  • THE EXPLORER
    • “Beep! Beep!” Audio signals help you find a soft spot in space to open a new wormhole.
  • THE FARMER
    • Plant red wheat under a violet sky; crossbreed strains to get a valuable healing variant.
  • THE MEDIC
    • One press of a button conjures a healing bubble around you as you call your party closer.
  • THE XENOBIOLOGIST
    • Sneak up on house-sized carnivorous bunnies and draw their blood; gotta sample ‘em all.
  • THE PILOT
    • Collect crystals fallen from shattered asteroids and drag them in bags behind your ship.
  • THE MINER
    • Tunnel underground – the map is fully destructible. When the gold is gone, it’s GONE.

I am once again put in the mind of No Man’s Sky, which has some of those jobs as part of your experience as the traveler.

The Playable Worlds team has LOTS of ideas… and has gotten a lot of positive response… or so they say.  I suspect that much of that positive response, like much of the negative response, has been due to people overlaying their past experience on the vague philosophical underpinnings of the design that has been shared with us so far.

That is certainly the basis on which I have now spewed out half a dozen blog posts on the topic so far.  We get presented with something new and immediately assess how it is similar to past experiences and process accordingly.  Bree at MOP hears Raph talk about “sandbox” and believes we’re getting a new Ultima Online or Star Wars Galaxies.  I hear about sandboxes or infinite worlds or cloud computing and I apply my own personal and professional experience to interpret what is meant.

The thing is, the post from Playable Worlds… doesn’t answer the question posed in the title in any way.  The post is more about what they might do and they tap into some of the Nick Yee work from his Quantic Foundry research, literally borrowing a chart from it, to talk about all the things the possibly COULD do, but which they haven’t decided on yet.

The problem with every software project is that there are always many more things you could do than you actually have time, budget, or resources to implement.

So the actual message of the post is that they are on their way forward to test some of their theories.  This past weekend the first group of play testers were allowed in to try some of the initial work.

Who the actual game is for has yet to be determined beyond a theoretical estimate.  But they are trying to test their theories.  I heard that they had 47 people online at once and found some issue including a client memory leak.  However, these tests are very, very early in the process, so there is likely a long road ahead before the average schmoe like me gets a peek at what is going on.

I don’t think it will take until 2047.  But I would be surprised if there was a “there” there for any general user before, say, 2027.  That is just a little more than two years away.

Related:

  • ✇The Ancient Gaming Noob
  • Stars Reach Promises to let a Thousand Homeowners Associations BlossomWilhelm Arcturus
    So yeah, Stars Reach is kind of a climate change metaphor. It’s a political metaphor. Remember, it’s about different sorts of people learning to get along, and to learn how to steward what we have. -Stars Reach, What is Stars Reach About Getting along is less the point for me than enjoying the benefits of an online game without being forced to get along at all.  But I am mildly grumpy most of the time anyway.  Also, I am sure somebody it going to get annoyed about politics in video games, like t
     

Stars Reach Promises to let a Thousand Homeowners Associations Blossom

3. Srpen 2024 v 15:15

So yeah, Stars Reach is kind of a climate change metaphor. It’s a political metaphor. Remember, it’s about different sorts of people learning to get along, and to learn how to steward what we have.

-Stars Reach, What is Stars Reach About

Getting along is less the point for me than enjoying the benefits of an online game without being forced to get along at all.  But I am mildly grumpy most of the time anyway.  Also, I am sure somebody it going to get annoyed about politics in video games, like they were not always that way.

I wasn’t even going to write a post about the latest design vision posted over on the Stars Reach site.  After three rounds of pillars, I was feeling kind of done with a lot of promises and not much substance.

If you missed the pillars posts, you can find my thoughts here.

But yeah, I wasn’t going to bother.

Stars Reach Announced

And then Raph had to get in there and call the tragedy of the commons a lie and my brain exploded.  I mean, fuck subtlety or nuance or reasoned thought!  This is so incendiary in my head that I am half convinced it was a troll for attention.  I mean, it generated a lot of comments over at Massively OP when Bree decided to lead with that in the headline.  All of which put me in a mood, and the only therapy that works is words.

So op success if it was a troll!

I could write a whole post about why that statement is absolutely NOT the correct summary of the work of Dr. Ostrom, and how a better interpretation might be that people pretty reliably find some solution before it becomes the tragedy, even if those solutions are not always fair or equitable, because survival often depends on it.  Don’t make me go into the communal distribution of arable land in Czarist Russian agriculture.  I’ll post about village level plot allocations and archaic strip farming traditions if you push me!

Anyway, I’ll get to that in a minute, but first let me cover the other parts of the post from Raph and Playable Worlds… I’d like to think Raph gets input from the team before he posts these things, that it isn’t all just “Raph says” because he has Carneros on the team, who I know from EVE Online both as a fellow member of Reavers and as the former leader of a sizable in-game player group, which seems like useful experience, but these posts always framed as being exclusively from Raph so it is hard to tell… which goes through Raph’s four questions exercise.  Those questions are:

  • WHAT IS THE GAME ABOUT (THEMATICALLY?)
  • HOW DOES THE PLAYER DO THAT (THEMATICALLY?)
  • WHAT IS THE GAME ABOUT (MECHANICALLY?)
  • HOW DOES THE PLAYER DO THAT (MECHANICALLY?)

Seems a pretty reasonable set of questions, to the point I wish a few titles that went to Kickstarter for funding would have given them a shot.

Raph’s short answers for the four above questions were:

WHAT IS THE GAME ABOUT (THEMATICALLY?)

After ruining our homeworlds, we are given a second chance to learn to live in harmony with one another and with the natural world as we venture forth into the galaxy.

So we have messed up our home world and are being given another shot to do it again!  There is always an element of fantasy in science fiction I suppose.

HOW DOES THE PLAYER DO THAT (THEMATICALLY?)

Diverse groups of people with very different ways to play come together to build new societies, and grapple with the problems of building sustainable space settlements.

Sure, but how?  That is very nebulous.  I guess “how” is next, but this seems pretty light even for a thematic response.

WHAT IS THE GAME ABOUT (MECHANICALLY?)

Players work together to maximize their economic standing and in-game investment without destroying the resource pools they draw from as they build up their in-game investment and social groups.

Making the line go up.  Progression of some form or another along with resource management.

HOW DOES THE PLAYER DO THAT (MECHANICALLY?)

Players form economic dependencies on each other’s characters by advancing in diverse specializations and skills, all of which draw from the common exhaustible resource pools available in each zone, thereby creating a Tragedy of the Commons problem to navigate as a group.

And here we get to Raph setting up the strawman so he can knock it down and call it a lie.  Why even bring that up in the answer only to turn around and say it isn’t a thing?  I don’t know why.  It is an outcome that people work hard to avoid because their lives depend on it, yet we can find some examples in the real world all the same.

I would argue that the well water situation in the central valley of California, the state where both Raph and I live, where the law is that you can pump all you want, has led to a situation where large almond farming concerns have been motivated to drill deeper, plant more trees, and pump all the water they can to irrigate them before the water runs out… to the point that during the last major drought the water table dropped enough that older wells to ran dry and even caused some areas of land to collapse, might be somewhere in the zone of tragedy of the commons.  It has the classic hallmarks.  The water in the ground is the commons and the industrial almond farmers are abusing it to the detriment of all… even themselves in the longer term.  But when does business think about the long term these days?

However, we don’t need to go to the real world because we are talking about a being online and virtual worlds.  One might be tempted to bring up Ultima Online and the whole natural spawning mechanics that were supposed to populate the wilderness so that if you killed too many prey animals then the predator population would drop off due to lack of food, a concept totally demolished by players harvesting resources in a way that pretty much clear cut anything in site.

But let’s go to a big obvious one.  Let’s talk about Usenet!

I wrote about Usenet earlier this year, so I have some links to hand.  Some old fart out there probably thinks I am going to bring up the September that never ended.  But that was just elitism, a bias against anybody new showing up and upsetting the established order.  That was practically a purity test… no, not that one… as to who deserved to be able to access Usenet.  Students and faculty of universities were good, AOL users were bad, simple as that.

Usenet dealt with that.  It was no big deal in the end.  What killed Usenet were the Green Card Lawyers, Canter and Siegel, who discovered it was extremely cheap to spam ads on Usenet, such that even getting one response after cross posting to thousands of groups was a complete financial victory.

And Usenet was then made unusable by spam bots.

This was facilitated by the fact that Usenet was designed to be a distributed system with no central authority who could do things like ban or block offenders.  Everything had to be done at the local level.  Your local sys admin had to care enough to subscribe your local serve to cancel channels that would remove know spammers, though there was always discussion as to who counted and what threshold had to be crossed to be worth of the list.

In the end people just left because unlike the real world, you can just walk away from any part of the internet you don’t find value in.

What else has been described as a distributed system with local authority setting the rules?  Why, Stars Reach!

To be fair to Raph and team, they know there is a potential problem and they at least acknowledge it in the post with this:

All that is needed is for the players to have the tools to collectively manage their space. We as a team definitely need to nail that aspect. And then, yeah, it gets hard, because trying to solve for everyone’s competing needs and desires means a lot of compromising and negotiation and tough choices.

It is my long time policy to dismiss as garbage anything that starts with a phrase like “All that is needed…” which is then, in the style of the underpants gnomes, is followed by a vague proposed fix to a tough and possibly insoluble problem, but at least they admit they have a problem.  First steps and all that.

The problem is, how much power do player groups running planets need?  Too little and then Usenet is your destination.  But too much power and it becomes petty tyrants and and in-groups and tribalism as those who show up first impose their system on the late comers.

Imagine if you will all those indignant Usenet denizens in 1993 if they had the power available so that they did not need to merely whine at you that you needed to read the group FAQ that is published on the first of every month, before you post because your question is off topic or already answered but could, instead, set up rules to make you adhere to the arbitrary group rules that a few zealots and try hards came up with back when the group was created automatically?

Well, Usenet might have been saved, but at the price of it becoming the domain of a host of online exclusionary clubs unwilling to welcome anybody who wouldn’t toe the line.

Likewise, Stars Reach will face problems if there is too little control given the free ranging ability to modify just about everything on a planet.  Sure, “we’ll spawn more planets” is a possible answer, but given enough latitude some will seek to tear things up just to annoy other players.  Griefing runs deep in some gamer’s DNA.

While on the other side of the equation is the homeowners association view of the world, which ideally keeps chaos at bay through common sense rules agreed upon by the community… but which can often turn into an irresistible attraction to those who seek petty authority and love to tell people what to do.

Do I even need to expand upon homeowner’s associations?  They’re not all bad, but when they’re bad they can be really bad.  I recall a guy on the association board in the for the condo development we lived in way back when my wife and I first got together.  He would dig through people’s garbage can’s and send nasty notes with threats of fines if he found anything that was possibly recyclable in the trash.  He would literally staple things like grocery store receipts pulled from deep in the trash to his notes.  We used to call him the garbage nazi.  That is the sort of person often attracted to such positions.

“We‘re not obsessed by anything, you see,” insisted Ford. “And that’s the deciding factor. We can’t win against obsession. They care, we don’t.  They win.”

Ford Prefect – Life, The Universe, and Everything

I am more Arthur Dent than anything.  I don’t want to run the homeowners association, I just want them to leave me alone.  Likewise, in online games I don’t want to run the guild, fellowship, or corporation, except occasionally as an administrative function with some friends.  Usually so I can spend my own in-game currency to expand the guild bank or hand out medals to corp mates.

It is those who do want to run things, those who are obsessed with a level of control, that send me packing online.  I see the need for a homeowners association in real life and in the vision that Stars Reach is pitching.  But I can see it going wrong.

There is almost a dichotomy of Raph where, on the one hand, he can promote ideas like “the client is in the hands of the enemy” on his rules for online world design while also espousing an vision where players… the people who are “the enemy” in that scenario… can be given responsibility to run an online game, to be the literal governing body that dictates how you will be allowed to play in a given space.

We’ll see what happens… but nothing will be happening for quite a while yet.

Related:

  • ✇The Ancient Gaming Noob
  • Stars Reach Promises to let a Thousand Homeowners Associations BlossomWilhelm Arcturus
    So yeah, Stars Reach is kind of a climate change metaphor. It’s a political metaphor. Remember, it’s about different sorts of people learning to get along, and to learn how to steward what we have. -Stars Reach, What is Stars Reach About Getting along is less the point for me than enjoying the benefits of an online game without being forced to get along at all.  But I am mildly grumpy most of the time anyway.  Also, I am sure somebody it going to get annoyed about politics in video games, like t
     

Stars Reach Promises to let a Thousand Homeowners Associations Blossom

3. Srpen 2024 v 15:15

So yeah, Stars Reach is kind of a climate change metaphor. It’s a political metaphor. Remember, it’s about different sorts of people learning to get along, and to learn how to steward what we have.

-Stars Reach, What is Stars Reach About

Getting along is less the point for me than enjoying the benefits of an online game without being forced to get along at all.  But I am mildly grumpy most of the time anyway.  Also, I am sure somebody it going to get annoyed about politics in video games, like they were not always that way.

I wasn’t even going to write a post about the latest design vision posted over on the Stars Reach site.  After three rounds of pillars, I was feeling kind of done with a lot of promises and not much substance.

If you missed the pillars posts, you can find my thoughts here.

But yeah, I wasn’t going to bother.

Stars Reach Announced

And then Raph had to get in there and call the tragedy of the commons a lie and my brain exploded.  I mean, fuck subtlety or nuance or reasoned thought!  This is so incendiary in my head that I am half convinced it was a troll for attention.  I mean, it generated a lot of comments over at Massively OP when Bree decided to lead with that in the headline.  All of which put me in a mood, and the only therapy that works is words.

So op success if it was a troll!

I could write a whole post about why that statement is absolutely NOT the correct summary of the work of Dr. Ostrom, and how a better interpretation might be that people pretty reliably find some solution before it becomes the tragedy, even if those solutions are not always fair or equitable, because survival often depends on it.  Don’t make me go into the communal distribution of arable land in Czarist Russian agriculture.  I’ll post about village level plot allocations and archaic strip farming traditions if you push me!

Anyway, I’ll get to that in a minute, but first let me cover the other parts of the post from Raph and Playable Worlds… I’d like to think Raph gets input from the team before he posts these things, that it isn’t all just “Raph says” because he has Carneros on the team, who I know from EVE Online both as a fellow member of Reavers and as the former leader of a sizable in-game player group, which seems like useful experience, but these posts always framed as being exclusively from Raph so it is hard to tell… which goes through Raph’s four questions exercise.  Those questions are:

  • WHAT IS THE GAME ABOUT (THEMATICALLY?)
  • HOW DOES THE PLAYER DO THAT (THEMATICALLY?)
  • WHAT IS THE GAME ABOUT (MECHANICALLY?)
  • HOW DOES THE PLAYER DO THAT (MECHANICALLY?)

Seems a pretty reasonable set of questions, to the point I wish a few titles that went to Kickstarter for funding would have given them a shot.

Raph’s short answers for the four above questions were:

WHAT IS THE GAME ABOUT (THEMATICALLY?)

After ruining our homeworlds, we are given a second chance to learn to live in harmony with one another and with the natural world as we venture forth into the galaxy.

So we have messed up our home world and are being given another shot to do it again!  There is always an element of fantasy in science fiction I suppose.

HOW DOES THE PLAYER DO THAT (THEMATICALLY?)

Diverse groups of people with very different ways to play come together to build new societies, and grapple with the problems of building sustainable space settlements.

Sure, but how?  That is very nebulous.  I guess “how” is next, but this seems pretty light even for a thematic response.

WHAT IS THE GAME ABOUT (MECHANICALLY?)

Players work together to maximize their economic standing and in-game investment without destroying the resource pools they draw from as they build up their in-game investment and social groups.

Making the line go up.  Progression of some form or another along with resource management.

HOW DOES THE PLAYER DO THAT (MECHANICALLY?)

Players form economic dependencies on each other’s characters by advancing in diverse specializations and skills, all of which draw from the common exhaustible resource pools available in each zone, thereby creating a Tragedy of the Commons problem to navigate as a group.

And here we get to Raph setting up the strawman so he can knock it down and call it a lie.  Why even bring that up in the answer only to turn around and say it isn’t a thing?  I don’t know why.  It is an outcome that people work hard to avoid because their lives depend on it, yet we can find some examples in the real world all the same.

I would argue that the well water situation in the central valley of California, the state where both Raph and I live, where the law is that you can pump all you want, has led to a situation where large almond farming concerns have been motivated to drill deeper, plant more trees, and pump all the water they can before to irrigate them before the water runs out… to the point that during the last major drought the water table dropped enough that older wells to run dry and even caused some areas of land to collapse, might be somewhere in the zone of tragedy of the commons.  It has the classic hallmarks.  The water in the ground is the commons and the industrial almond farmers are abusing it to the detriment of all.

However, we don’t need to go to the real world because we are talking about a being online and virtual worlds.  One might be tempted to bring up Ultima Online and the whole natural spawning mechanics that were supposed to populate the wilderness so that if you killed too many prey animals then the predator population would drop off due to lack of food, a concept totally demolished by players harvesting resources in a way that pretty much clear cut anything in site.

But let’s go to a big obvious one.  Let’s talk about Usenet!

I wrote about Usenet earlier this year, so I have some links to hand.  Some old fart out there probably thinks I am going to bring up the September that never ended.  But that was just elitism, a bias against anybody new showing up and upsetting the established order.  That was practically a purity test… no, not that one… as to who deserved to be able to access Usenet.  Students and faculty of universities were good, AOL users were bad, simple as that.

Usenet dealt with that.  It was no big deal in the end.  What killed Usenet were the Green Card Lawyers, Canter and Siegel, who discovered it was extremely cheap to spam ads on Usenet, such that even getting one response after cross posting to thousands of groups was a complete financial victory.

And Usenet was then made unusable by spam bots.

This was facilitated by the fact that Usenet was designed to be a distributed system with no central authority who could do things like ban or block offenders.  Everything had to be done at the local level.  Your local sys admin had to care enough to subscribe your local serve to cancel channels that would remove know spammers, though there was always discussion as to who counted and what threshold had to be crossed to be worth of the list.

In the end people just left because unlike the real world, you can just walk away from any part of the internet you don’t find value in.

What else has been described as a distributed system with local authority setting the rules?  Why, Stars Reach!

To be fair to Raph and team, they know there is a potential problem and they at least acknowledge it in the post with this:

All that is needed is for the players to have the tools to collectively manage their space. We as a team definitely need to nail that aspect. And then, yeah, it gets hard, because trying to solve for everyone’s competing needs and desires means a lot of compromising and negotiation and tough choices.

It is my long time policy to dismiss as garbage anything that starts with a phrase like “All that is needed…” which is then, in the style of the underpants gnomes, is followed by a vague proposed fix to a tough and possibly insoluble problem, but at least they admit they have a problem.  First steps and all that.

The problem is, how much power do player groups running planets need?  Too little and then Usenet is your destination.  But too much power and it becomes petty tyrants and and in-groups and tribalism as those who show up first impose their system on the late comers.

Imagine if you will all those indignant Usenet denizens in 1993 if they had the power available so that they did not need to merely whine at you that you needed to read the group FAQ that is published on the first of every mont, before you post because your question is off topic or already answered but could, instead, set up rules to make you adhere to the arbitrary group rules that a few zealots and try hards came up with back when the group was created automatically?

Well, Usenet might have been saved, but at the price of it becoming the domain of a host of online exclusionary clubs unwilling to welcome anybody who wouldn’t toe the line.

Likewise, Stars Reach will face problems if there is too little control given the free ranging ability to modify just about everything on a planet.  Sure, “we’ll spawn more planets” is a possible answer, but given enough latitude some will seek to tear things up just to annoy other players.  Griefing runs deep in some gamer’s DNA.

While on the other side of the equation is the homeowners association view of the world, which ideally keeps chaos at bay through common sense rules agreed upon by the community… but which can often turn into an irresistible attraction to those who seek petty authority and love to tell people what to do.

Do I even need to expand upon homeowner’s associations?  They’re not all bad, but when they’re bad they can be really bad.  I recall a guy on the association board in the for the condo development we lived in way back when my wife and I first got together.  He would dig through people’s garbage can’s and send nasty notes with threats of fines if he found anything that was possibly recyclable in the trash.  He would literally staple things like grocery store receipts pulled from deep in the trash to his notes.  We used to call him the garbage nazi.  That is the sort of person often attracted to such positions.

“We‘re not obsessed by anything, you see,” insisted Ford. “And that’s the deciding factor. We can’t win against obsession. They care, we don’t.  They win.”

Ford Prefect – Life, The Universe, and Everything

I am more Arthur Dent than anything.  I don’t want to run the homeowners association, I just want them to leave me alone.  Likewise, in online games I don’t want to run the guild, fellowship, or corporation, except occasionally as an administrative function with some friends.  Usually so I can spend my own in-game currency to expand the guild bank or hand out medals to corp mates.

It is those who do want to run things, those who are obsessed with a level of control, that send me packing online.  I see the need for a homeowners association in real life and in the vision that Stars Reach is pitching.  But I can see it going wrong.

There is almost a dichotomy of Raph where, on the one hand, he can promote ideas like “the client is in the hands of the enemy” on his rules for online world design while also espousing an vision where players… the people who are “the enemy” in that scenario… can be given responsibility to run an online game, to be the literal governing body that dictates how you will be allowed to play in a given space.

We’ll see what happens… but nothing will be happening for quite a while yet.

Related:

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