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<H1>Re: [MUD-Dev] Nation of shopkeepers</H1>
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<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>
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<PRE>
In &lt;<A HREF="msg00340.html">199708021819.LAA23458#animal,blarg.net</A>&gt;, on 08/02/97 
   at 11:24 AM, "Brandon Van Every" &lt;vanevery#blarg,net&gt; said:

&gt;Tedium comes from positing that "everyone must accumulate
&gt;wealth/resources to be successful."  Mathematically speaking, if the
&gt;goal is wealth then you're creating a mono-axial system of game
&gt;interaction.  Call it the "money" axis.  Everyone is struggling to
&gt;move towards the positive end of the axis, and there aren't any
&gt;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.

&gt;Do you always have to "save up" to get power in the game? 

Spend to earn is another vector.

&gt;In a mathematical, systemic sense, I can think of 3 ways to break
&gt;this deadlock of tedium:

&gt;1) make other axes that are truly orthogonal.  I'll leave other
&gt;people to give an example of this, it would make for interesting
&gt;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.

&gt;2) Map the axes in 2 directions.  Why is always having "more" money
&gt;the goal?  One could concoct scenarios where having "more" money is
&gt;good for some things, but "less" money is good for others.  Then the
&gt;player becomes caught in the tradeoff of whether to have more or less
&gt;money at any given time.  The system becomes a dynamic balance
&gt;between the forces of "more" or "less" money, rather than
&gt;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.

&gt;3) Make distinct points or regions of the axis qualitatively
&gt;significant.  In this view it isn't important to have "more" or
&gt;"less" money, but rather to have "the right amount of money" within
&gt;some tolerance value.  This destroys the notion of accumulation.  If
&gt;you've got the right amount of money, then there's no incentive to
&gt;accumulate.  Unless you want to "hop" to a different "island" of
&gt;money, so as to experience a different "quality" in the universe. 
&gt;Which isn't really about accumulation, since you're only going to hop
&gt;a known, finite distance to another island.  Although if you wanted
&gt;to make it more challenging, you wouldn't tell anyone where the
&gt;islands are.  Then the game becomes a matter of iterative research,
&gt;with people wondering "hmm, I'm hanging out pretty good at 26, but I
&gt;wonder what happens if I move to 63?"  One could metaphorize this to
&gt;"tuning the channel on a radio."

Functional inflexion points... interesting.  Must think more on this.

&gt;In general, what I'm developing here is a mathematical notion of
&gt;ECOLOGY, rather than ECONOMY.  Economy is boring.  It's based on the
&gt;ever-expanding gas cloud known as The Almighty Dollar.  Most of us
&gt;have to play this game in real life, which is why we don't
&gt;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...


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<LI><STRONG><A NAME="00340" HREF="msg00340.html">Re: [MUD-Dev] Nation of shopkeepers</A></STRONG>
<UL><LI><EM>From:</EM> "Brandon Van Every" &lt;vanevery#blarg,net&gt;</LI></UL></LI>
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<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>&lt;Possible follow-up(s)&gt;<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>

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