Game Classifications

For large social games such as Survivor where the primary mechanic is social interaction.
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Post Post #2  (isolation #0)  » Fri Feb 09, 2018 9:13 pm

Raise every threshold by 3 or something?

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Post Post #12  (isolation #1)  » Fri Feb 09, 2018 9:55 pm

It's called Football Manager it's one of the most popular games in the UK THANK YOU

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Post Post #17  (isolation #2)  » Fri Feb 09, 2018 10:52 pm

In post 15, Haschel Cedricson wrote: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.


This is fine TBH. Burn auctions

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Post Post #19  (isolation #3)  » Fri Feb 09, 2018 11:16 pm

I prefer the current one. Denormalize items IMO

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Post Post #30  (isolation #4)  » Sun Feb 11, 2018 11:39 am

Oh man I miss eavesdropping on everyone at Survivormeet.

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Post Post #32  (isolation #5)  » Mon Feb 12, 2018 5:10 pm

I feel like thresholds for the upper categories should be a bit lower? Getting 16-20 is very hard with the reduced points

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Post Post #36  (isolation #6)  » Mon Feb 12, 2018 6:17 pm

In post 34, Haschel Cedricson wrote:
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.


MLS scores an 11, by my count. MLS being in the top tier is, IMO, a reasonable heuristic.

Like something that is 2nd-most complex tier across the board should hit the highest tier.

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Post Post #37  (isolation #7)  » Mon Feb 12, 2018 6:18 pm

I would do something like:

0-2
3-5
7-9
10+

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Post Post #38  (isolation #8)  » Mon Feb 12, 2018 6:18 pm

That might be too conservative but I think it gets the general point across.

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Post Post #50  (isolation #9)  » Mon Feb 12, 2018 8:48 pm

What I'm getting here is that our standards aren't meaningfully differenting between our games.

Which means we are all designing to the same complexity, or some of our standards need to be reworked.

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Post Post #51  (isolation #10)  » Mon Feb 12, 2018 9:07 pm

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.

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Post Post #66  (isolation #11)  » Mon Feb 12, 2018 11:04 pm

This isn't about designing to complexity and more about effectively communicating to players how potentially "complex" a game is.

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Post Post #72  (isolation #12)  » Mon Feb 12, 2018 11:55 pm

The problem is that Civivor was super twisty while being communicated as explicitly not-twisty because the mods legitimately thought the game wasn't "that bad."

The point of this is creating a standard so that when the signup says "this game is X twisty" everyone is on the same page as to what that means. Even if two people may disagree on what "highly twisty" means, having an agreed upon standard means that I at least know that when a game is called "X twisty" I have some reference of what that means.

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Post Post #76  (isolation #13)  » Tue Feb 13, 2018 9:07 am

And that was a function of not being transparent of what the pre-merge was. A number of players were just like "I don't want to play this." Also the jigsaws were, by far, the biggest mistake of anything within the design itself (should have had far fewer, the rewards for them be much weaker, and instead set things up to force trades to be a more important thing to emphasize the social aspect further).

The constant shipwrecks making people have to prioritize relationships was 100% intentional, and I'm honestly okay with how that played out. Without that, the game would have been more likely to have just been a straight-pagong (it was looking like one at the start of the merge even despite that).

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Post Post #79  (isolation #14)  » Tue Feb 13, 2018 10:19 am

If anyone thinks the point of this is to "criminalize" twists or creative designs in some way, that's very not the point. We should ideally have games range across the complexity spectrum so that everyone gets stuff they are into.

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Post Post #80  (isolation #15)  » Tue Feb 13, 2018 10:20 am

The "games are too complex" thing was a very 2017 problem, though. 2018 will probably swing a bit the other way towards simpler designs as a result.


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