<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Nation of shopkeepers --> <!--X-From-R13: pynjerapNphc.uc.pbz --> <!--X-Date: Tue, 12 Aug 1997 01:23:36 +0000 --> <!--X-Message-Id: 199708120122.SAA08334#xsvr3,cup.hp.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199708021819.LAA23458#animal,blarg.net --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Nation of shopkeepers</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:clawrenc#cup,hp.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00480.html">Previous</a> | <a href="msg00482.html">Next</a> ] Thread: [ <a href="msg00392.html">Previous</a> | <a href="msg00361.html">Next</a> ] Index: [ <A HREF="author.html#00481">Author</A> | <A HREF="#00481">Date</A> | <A HREF="thread.html#00481">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Nation of shopkeepers</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Nation of shopkeepers</LI> <LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI> <LI><em>Date</em>: Mon, 11 Aug 97 18:10:06 -0700</LI> <LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> In <<A HREF="msg00340.html">199708021819.LAA23458#animal,blarg.net</A>>, on 08/02/97 at 11:24 AM, "Brandon Van Every" <vanevery#blarg,net> said: >Tedium comes from positing that "everyone must accumulate >wealth/resources to be successful." Mathematically speaking, if the >goal is wealth then you're creating a mono-axial system of game >interaction. Call it the "money" axis. Everyone is struggling to >move towards the positive end of the axis, and there aren't any >orthogonal axes to pursue instead. This can be varied by extending to: Everyone is struggling to accumulate resources. The definition of a resource occupies a multi-tude of axis, each perpendicular to if not contradictory to all the other axies. Then, yes, you could accumulate a wealth of resource Z, but be in poverty on resource X and Y. There's still a single axis on resource accumulation, but the definition of a resource is now complex and inter-dependant. >Do you always have to "save up" to get power in the game? Spend to earn is another vector. >In a mathematical, systemic sense, I can think of 3 ways to break >this deadlock of tedium: >1) make other axes that are truly orthogonal. I'll leave other >people to give an example of this, it would make for interesting >discussion. I have such, but they're not truly orthogonal: 1) Resource collection is one goal. 2) Power to create resources without implicit cost is another. 3) Power to affect others is a third. 4) Godhood (represents max on all above). Concentration on any one tends to prevent or diminish progress gained on others. #2 btw is sympathetic with #4. >2) Map the axes in 2 directions. Why is always having "more" money >the goal? One could concoct scenarios where having "more" money is >good for some things, but "less" money is good for others. Then the >player becomes caught in the tradeoff of whether to have more or less >money at any given time. The system becomes a dynamic balance >between the forces of "more" or "less" money, rather than >ever-expanding gaseous vacuum towards more money. cf making the goal to die at exactly the right moment. I've been trying for some time now to think of a decent scenario where this would be a logical goal. >3) Make distinct points or regions of the axis qualitatively >significant. In this view it isn't important to have "more" or >"less" money, but rather to have "the right amount of money" within >some tolerance value. This destroys the notion of accumulation. If >you've got the right amount of money, then there's no incentive to >accumulate. Unless you want to "hop" to a different "island" of >money, so as to experience a different "quality" in the universe. >Which isn't really about accumulation, since you're only going to hop >a known, finite distance to another island. Although if you wanted >to make it more challenging, you wouldn't tell anyone where the >islands are. Then the game becomes a matter of iterative research, >with people wondering "hmm, I'm hanging out pretty good at 26, but I >wonder what happens if I move to 63?" One could metaphorize this to >"tuning the channel on a radio." Functional inflexion points... interesting. Must think more on this. >In general, what I'm developing here is a mathematical notion of >ECOLOGY, rather than ECONOMY. Economy is boring. It's based on the >ever-expanding gas cloud known as The Almighty Dollar. Most of us >have to play this game in real life, which is why we don't >necessarily want to do it when we're online. I like unstable self-collapsing positive feedback loops. They make for interestingly dynamic ecologies. -- J C Lawrence Internet: claw#null,net (Contractor) Internet: coder#ibm,net ---------------(*) Internet: clawrenc#cup,hp.com ...Honorary Member Clan McFUD -- Teamer's Avenging Monolith... </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00340" HREF="msg00340.html">Re: [MUD-Dev] Nation of shopkeepers</A></STRONG> <UL><LI><EM>From:</EM> "Brandon Van Every" <vanevery#blarg,net></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00480.html">Re: [MUD-Dev] Virtual Chemistry</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00482.html">Re: [MUD-Dev] New to this mailing list</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00392.html">Re: [MUD-Dev] Nation of shopkeepers</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00361.html">Re: [MUD-Dev] Nation of shopkeepers</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00481"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00481"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Nation of shopkeepers</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00384" HREF="msg00384.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 05 Aug 1997, 03:36 GMT <UL> <LI><strong><A NAME="00386" HREF="msg00386.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 05 Aug 1997, 10:33 GMT </LI> <LI><strong><A NAME="00389" HREF="msg00389.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 05 Aug 1997, 13:59 GMT </LI> </UL> </LI> </ul> <LI><strong><A NAME="00392" HREF="msg00392.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Tue 05 Aug 1997, 15:18 GMT </LI> </ul> <LI><strong><A NAME="00481" HREF="msg00481.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 01:23 GMT </LI> <LI><strong><A NAME="00361" HREF="msg00361.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 04 Aug 1997, 05:10 GMT </LI> <LI><strong><A NAME="00380" HREF="msg00380.html">Re: [MUD-Dev] Nation of shopkeepers</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 05 Aug 1997, 00:20 GMT </LI> </ul> </LI> <LI><strong><A NAME="00324" HREF="msg00324.html">Re: [MUD-Dev] DESIGN: The purpose of MUDding?</A></strong>, Brandon Van Every <a href="mailto:vanevery#blarg,net">vanevery#blarg,net</a>, Fri 01 Aug 1997, 14:04 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00325" HREF="msg00325.html">Re: [MUD-Dev] DESIGN: The purpose of MUDding?</A></strong>, Brandon Van Every <a href="mailto:vanevery#blarg,net">vanevery#blarg,net</a>, Sat 02 Aug 1997, 00:34 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>