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Do you mean like online interactive games?

I do not know if this is what you were looking for, but I have seen some interesting behaviors arise depending on how the system is set up in Dark Mists. Usually it has to do with where the rewards/incentives lie, such that behavior can be guided towards it, and it is always a new lesson in humility when unexpected incentives appear.

Yet in other ways, there is the outside-game community with its rules and ethics. Here is a specific example: Players are concerned about gangs of other players logging in and coordinating because they want to believe they play a game in which the coordination is completely in-character... a sign of the work we have put into the game to focus it on role-playing.

When designing an RPG (stress on the role-playing part), I have learned that it is not just about the game mechanics and features. It is also about building the community, the mini-society.



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