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Re: Slynky\'s Demise
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Re: Slynky\'s Demise
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For myself, I don't recall ever using a pearl harbor attack. You will always get a warning. For instance, "For our empire's security, we require you to vacate the Freduk system by 2409.4 to make room for our new colonies and military bases." Not much reading between the lines required there. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Slynky\'s Demise
This back and forth gets to what my point was, albeit I obviously didn;t make it clearly.
I come at this game from the perspective of a student of political science. Let me use an analogy from international relations to get at why these two views (Geoschmo & Chane's) are not actually contradictory from a game-play POV. There are a wide variety of different theories that explain how nations interact with each other in an anarchic environment (ie: an environment without an overarhcing authority to enforce laws and order). These theories range from the various realisms to things like various institutionalist, constructivist, and other approaches. Goeschmo is espousing an essentially realist POV: it's a harsh world out there and you do what you have to do to survive. Chane seems to be espousing more of a institutionalist/neo-liberal view wherein cooperation can lead to greater benefit to all parties. So, in the exact same way that nations act different in reality, so do our Empires in SE4. And (this is the key here) the real challenge comes when one "mode of behaviour" has to deal with another: a nation/space empire that works for cooperation and non-zero sum outcomes MUST always be cognizant and prepared for that nation/space empire that does not. Until just recently, the US has been at the forefront of a instutionalist power, in which it played a key role in creating, supporting, and legitimizing the postwar system of alliances and interlocking economies - and this was a non-zero sum effort. HOWEVER, that does NOT mean that they could afford to ignore those nations that act in a zero-sum manner (north korea, etc...). And that is why players with very different approaches can still interact in the same game, and it makes it even more interesting when they do. I generally play the same type of empire, one that practices a neo-liberal non-zero sum approach. But, my empires, alas, almost always live in a universe where there are aggressive empires that thrive on conflict and practice realpolitik. The greatest pleasure is the politics involved in dealing with these empires. So, when Geo and Chane are in the same game, they really are practicing two different value systems that must interact in a anarchic (hobbesian) universe - the trick is doing that in ways that remain within their approaches. It's a study in philosophical interaction. Off my rant. Alarik |
Re: Slynky\'s Demise
hi away on vacation still at a computer near a lake ... not mine...
but anyways... I like the story along the way. Playing both styles of players. WHat i do not like is players who forget what is the game and what is not. That to me is rather strange and a little disturbing. |
Re: Slynky\'s Demise
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Tell me what the litmus test is for determining what portion of a player's in-game behavior is his/her game personna and which part is their true character shining through? If a player is so driven to win that they'd screw over an ally to achieve that, then how can another player know they're just "playing the game" and that they wouldn't behave the same way in real life? The motivation for backstabbing an ally is a desire to win. I've yet to see a single statement saying that the backstab was done to remain "in character". If a player has such a strong desire to win that they'd betray an ally in a game, then why wouldn't they do the same thing in the real world? Does the desire to win end when the game ends? It's tough for me to believe it does, and it wouldn't seem very logical either. In the game a player has little to gain, whereas in the real world there are all sorts of tangible benefits to be derived from screwing over an ally. Promotions, prestige, money, power, sex, etc. On the one hand we have plenty of motivations for backstabbing, while in the other we have the simple desire of winning a game. Yet I should apparently believe that the in-game behavior is all just role playing and that in reality the player's personality bears no resemblance to what I'm seeing. I think that defies human nature and it absolutely defies my experiences. Now, please don't forget that I'm talking strictly about regular SEIV games, not games specifically billed as role-playing. In a role-playing game I expect a player to be in character. Treachery and backstabbing included. You find it "strange and a little disturbing" that some players don't separate everything that takes place in the game from the real world. In contrast, I find it curious that some players see everything that takes place in the game as merely game behavior. Does nothing of our true personalities, experiences, preferences, etc., show through in our game play? If the answer is "yes, they do", then as I said said in my opening sentence, please tell me what the definitive test is for determining which behavior is "just the game" so I can separate it from the player's real personality showing through. |
Re: Slynky\'s Demise
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Re: Slynky\'s Demise
Lord Chane, how would a game of Space Empires ever end if your black/white morals of "once ally - forever ally" would be applied by everyone?
Even if you do not seem to be able to separate it, it is a game and not reality. I do not like having to agree to Tesco, but I too think it is important to separate game and life. And yes, kill me for it, I am playing games to win, even if I also have fun if I do not win in the end. That's the nature of a game. I would never directly lie and deceive, but if it becomes obvious that the game is nearing a point where it is you or me, I will choose me and even attack first instead of waiting for your attack - or waiting for the game to end by the natural death of all players, as you seem to prefer? This is of course different if team victory is possible, there just is no reason to become a sole winner then and attack an ally if he is not directly keeping you from winning. I'm refering to "Last man standing" games, and these include "all others down" when they finally end, and someone has to bring them down for the game to end. |
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Re: Slynky\'s Demise
Looks like definitions have tripped us up once again, Lord Chane. I agree making use of another's skills and assets is acceptable while abuse is unacceptable. On that basis, I concede your point.
All in all I don't think any of us are totally black or totally white. Lord Chane, I think you will agree there are cases where an alliance must be ended. As a game evolves, needs change and often the allied parties cannot agree on how to satisfy these changes. The solution is often a change in treaty status. (Wouldn't it be nice to go from "partnership" to "trade alliance" without starting over?) By the same token I think Geo would agree that sometimes it is not just a good idea, but absolutely essential to hang on to a treaty. Your ally may be overbearing, threatening and unreliable, but without him you are nothing. Here, you hang on in a perpetual state of fear hoping and planning for a better future. Okay, I said a lot of nothing there and said it in a wishy-washy manner http://forum.shrapnelgames.com/image...ies/tongue.gif I just want to add, I have no real solution for the orignal problem that Slynky presented. I too, have had my feelings hurt at times plalying SEIV. I have managed to adjust my outlook so that I can get past these crises quickly. It helps immensely that the SEIV crowd is the most gentlemanly (or ladylike) crowd I've ever dealt with. They don't rub it in, they help you get over it. Slynky, I too advise you take some time off. A couple weeks or a month. When you come back, pick and choose your games carefully. Y'all come back now y'hear! http://forum.shrapnelgames.com/image...es/biggrin.gif |
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