Game Classifications

For large social games such as Survivor where the primary mechanic is social interaction.
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Post Post #3 (isolation #0) » Fri Feb 09, 2018 3:19 pm

Post by Haschel Cedricson »

Adjust the scale from 4-3-2-1 to 4-2-1-0. That fixes the can't-have-less-than-5 problem and let's the super-complex games stand out more.
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Post Post #11 (isolation #1) » Fri Feb 09, 2018 3:40 pm

Post by Haschel Cedricson »

Something that looks like Survivor but is actually Soccer Simulator.
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Post Post #15 (isolation #2) » Fri Feb 09, 2018 4:47 pm

Post by Haschel Cedricson »

One thing I noticed, the Idols and Items category is almost entirely focused on Idols for the lower two tiers. By these standards pretty much every game that's ever had an auction qualifies as twisty instead of standard.
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Post Post #18 (isolation #3) » Fri Feb 09, 2018 4:53 pm

Post by Haschel Cedricson »

Vanilla: No Idols or Items,
Standard: One idol per tribe, no more than one or two items on the level of double-vote, vote shield, or challenge advantage
Twisty: Idols can be rehidden or could be more than one item per tribe, items are more prevalent or may include higher-powered things like vacations or bonus FTC votes
Complex: Idols and unique items/powers are heavily prevalent in the game and exceed previous qualifiers.

?
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Post Post #24 (isolation #4) » Sat Feb 10, 2018 5:28 am

Post by Haschel Cedricson »

What about games like Ned's where there's a public forum for just everyone hanging out? Or it used to be more common to see a Shoutbox? It's not super significant, but it does allow you to get to know personalities on the other tribe before the merge.

Not every rating has to be used all the time, but there's no harm in having it available.
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Post Post #34 (isolation #5) » Mon Feb 12, 2018 11:29 am

Post by Haschel Cedricson »

In post 32, BROseidon wrote:I feel like thresholds for the upper categories should be a bit lower? Getting 16-20 is very hard with the reduced points
I'm not entirely sure that's a problem. The purpose of the upper category is to make people say "Woah, is this game the sort of thing I want to sign up for?" If games have a hard time hitting that category then that makes the ones that do stand out that much more.
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Post Post #40 (isolation #6) » Mon Feb 12, 2018 12:41 pm

Post by Haschel Cedricson »

DBZA

Items and Idols: 4. There were a lot of items and getting them affected voting power.
Communication: 2. An item allowed a player to talk to the dead.
Swaps: 2. There were many swaps and one split was based on challenge performance.
Eliminations: 2. One player was eliminated after performing poorly on the aforementioned challenge.
Mechanics: 2. VPL and the Dragonball Idol were complex, but were explained beforehand.

Total:
12


Civilization

Idols and Items: 4. The auction introduced a non-standard number of items.
Communications: 2. Winning tribes in the Continent phase got to visit the opposing TCs, Algiers created an Alliance Subforum.
Swaps and Shakeups: 2. There were multiple swaps at unpredictable times.
Eliminations: 2. Two players went home per round until the Old/New World split.
Mechanics and Twists: 4. Terra Incognita, Technology, Gold were all unexplained.

Total:
14
Last edited by Haschel Cedricson on Mon Feb 12, 2018 1:30 pm, edited 1 time in total.
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Post Post #47 (isolation #7) » Mon Feb 12, 2018 1:32 pm

Post by Haschel Cedricson »

The purpose of PMs in most games is to preserve anonymity; in a non-anon a Skype message is functionally a PM. The communication category for non-anons should be focused more on who you can talk to instead of how you can talk to them.
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Post Post #54 (isolation #8) » Mon Feb 12, 2018 3:21 pm

Post by Haschel Cedricson »

Here's a few looks at the formula.

Image
Standard Deviation: 2.610

Image
Standard Deviation: 3.338

Image
Standard Deviation: 2.217

Image
Standard Deviation: 2.353

Image
Standard Deviation: 3.194

My reasoning for those formulas is I figure Mechanics/Twists is the most important one to know about and Eliminations or Swaps are factors but ultimately not the most important ones.
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Post Post #55 (isolation #9) » Mon Feb 12, 2018 3:23 pm

Post by Haschel Cedricson »

In post 51, BROseidon wrote:
In post 40, Haschel Cedricson wrote:Swaps and Shakeups: 2. There were multiple swaps at unpredictable times.
We should maybe define the swaps one a bit more because I hard-disagree with this and think anything 2-swaps and below should be a 0 and that 3 or 4 swaps should be a 1.
Cradle of Civilization Tribes, the Continents lasting a round longer than people assumed they would, Hemispheres ending after only two rounds, Old/New Worlds not merging until a round after everyone assumed.
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Post Post #58 (isolation #10) » Mon Feb 12, 2018 3:41 pm

Post by Haschel Cedricson »

Swap were introduced by season 3, though. I think one is not twisty at all. If anything, I would say 0 swaps is as twisty as 2 swaps.
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Post Post #64 (isolation #11) » Mon Feb 12, 2018 4:45 pm

Post by Haschel Cedricson »

At any rate a single swap, while not "vanilla", should certainly be considered "standard" for 1 point instead of "complex" for 2 points.
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Post Post #68 (isolation #12) » Mon Feb 12, 2018 5:14 pm

Post by Haschel Cedricson »

MLS was not straightforward with what was going to be happening during the signup phase, which was the problem. During a game none of this matters at all. During the signup phase? It matters a lot.
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