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	<title>Comments on: Suckerville: the Game (miniature agent-based society simulator toy)</title>
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	<link>http://atlhack.org/2005/09/26/suckerville-the-game-miniature-agent-based-society-simulator-toy/</link>
	<description>The weekly notes of a geeky Atlanta-area meetup</description>
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		<title>By: ynniv</title>
		<link>http://atlhack.org/2005/09/26/suckerville-the-game-miniature-agent-based-society-simulator-toy/comment-page-1/#comment-505</link>
		<dc:creator>ynniv</dc:creator>
		<pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate>
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		<description>Kelly,&lt;br /&gt;&lt;br /&gt;I vented some thoughts about engine games to my blog (visible on the main page).&#160; It isn&#039;t supposed to be an attack of your game idea.&#160; However, I think that trying to create a game based on simulation is a long and tedious process that isn&#039;t very fun.&#160; You&#039;ll probably have a lot more fun if you come up with a simple game with straightforward goals, and then develop the parts of your simulation required to implement the game.&#160; &lt;br /&gt;&lt;br /&gt;For instance, the goal of the game could be to have as many friends as possible.&#160; Here is a quick game that Graham and I came up with:&lt;br /&gt;
&lt;ul&gt;
    &lt;li&gt;making friends or enemies with people affects your friend status with other people&lt;/li&gt;
    &lt;li&gt;some people are more socially influencial than others&lt;/li&gt;
    &lt;li&gt;some people are more socially competetive&lt;/li&gt;
    &lt;li&gt;some people have unique skills, and can help you solve puzzles&lt;br /&gt;&lt;/li&gt;
    &lt;li&gt;making friends is sometimes based on favors, which may include solving puzzles&lt;/li&gt;
    &lt;li&gt;the end goal, which is time based, is to influence a important social event&lt;/li&gt;
    &lt;ul&gt;
        &lt;li&gt;a &quot;scholarship contest&quot; like miss america&lt;/li&gt;
        &lt;li&gt;an election&lt;/li&gt;
        &lt;li&gt;a corporate takeover&lt;/li&gt;
    &lt;/ul&gt;
&lt;/ul&gt;
I think it would be a fun game, and it is based on some straightforward, simple rules.&#160; It could be implemented in a wide range of environments, from text based to 3rd person 3d rendered and networked.&#160; In the process of writing it, you could develop your ideas of social simulation, for use in other games.&#160; You would also have a code base that will make development of subsequent games faster.</description>
		<content:encoded><![CDATA[<p>Kelly,</p>
<p>I vented some thoughts about engine games to my blog (visible on the main page).&nbsp; It isn&#8217;t supposed to be an attack of your game idea.&nbsp; However, I think that trying to create a game based on simulation is a long and tedious process that isn&#8217;t very fun.&nbsp; You&#8217;ll probably have a lot more fun if you come up with a simple game with straightforward goals, and then develop the parts of your simulation required to implement the game.&nbsp; </p>
<p>For instance, the goal of the game could be to have as many friends as possible.&nbsp; Here is a quick game that Graham and I came up with:</p>
<ul>
<li>making friends or enemies with people affects your friend status with other people</li>
<li>some people are more socially influencial than others</li>
<li>some people are more socially competetive</li>
<li>some people have unique skills, and can help you solve puzzles</li>
<li>making friends is sometimes based on favors, which may include solving puzzles</li>
<li>the end goal, which is time based, is to influence a important social event</li>
</ul>
<ul>
<li>a &quot;scholarship contest&quot; like miss america</li>
<li>an election</li>
<li>a corporate takeover</li>
</ul>
<p>I think it would be a fun game, and it is based on some straightforward, simple rules.&nbsp; It could be implemented in a wide range of environments, from text based to 3rd person 3d rendered and networked.&nbsp; In the process of writing it, you could develop your ideas of social simulation, for use in other games.&nbsp; You would also have a code base that will make development of subsequent games faster.</p>
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		<title>By: Kelly Gallagher</title>
		<link>http://atlhack.org/2005/09/26/suckerville-the-game-miniature-agent-based-society-simulator-toy/comment-page-1/#comment-507</link>
		<dc:creator>Kelly Gallagher</dc:creator>
		<pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-507</guid>
		<description>Thanks for the reply. I think you make a good point. In a small degree, I&#039;d already had a few thoughts about the limitations of this simulation based game concept. As for the simulation, I&#039;ve already fleshed-out a lot of implimentation details so I&#039;d like to try it out anyway. Two issues, however:

First: will the simulation be complex and interesting enough to explore for any length of time? Probably not.

Second: even if the simulation is perfect, what&#039;s the point? I.E. what will the player actually do if there are no goals?

So I think you&#039;re right; that the game needs to have some goal and some game rules, but I think the simulation may serve as an interesting back-drop for whatever these may be.

Thanks for the ideas.
   
Kelly Gallagher</description>
		<content:encoded><![CDATA[<p>Thanks for the reply. I think you make a good point. In a small degree, I&#8217;d already had a few thoughts about the limitations of this simulation based game concept. As for the simulation, I&#8217;ve already fleshed-out a lot of implimentation details so I&#8217;d like to try it out anyway. Two issues, however:</p>
<p>First: will the simulation be complex and interesting enough to explore for any length of time? Probably not.</p>
<p>Second: even if the simulation is perfect, what&#8217;s the point? I.E. what will the player actually do if there are no goals?</p>
<p>So I think you&#8217;re right; that the game needs to have some goal and some game rules, but I think the simulation may serve as an interesting back-drop for whatever these may be.</p>
<p>Thanks for the ideas.</p>
<p>Kelly Gallagher</p>
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