Maybe we can make dying off be part of an optional mod? I'm seeing a lot of room to experiment in the modding of the game. Maybe we can have people be able to cheat contracts on both ends of the deal? It doesn't need to be in the main game, but it could be in future iterations of the game.
Posts made by killerfurby33
RE: Food and Energy Simulation
Data Collection for Research Purposes
Good evening everyone! I hope everyone in the US had a great Thanksgiving holiday and that everyone else who didn't celebrate American Thanksgiving had a great weekend in general.
I just wanted to ask how one could access the data sheets that may be being generated from in-game actions on the servers. I would like to see what might be being collected at this point in development (or what's on the docket for being collected) and how it is being organized on the datasets. Ideally, these would be broken down by topic and variable with the data being initially collected as time-series, panel data (at least for the purposes of the social/economic/political/environmental research that I see coming out of this game). If anyone else has any other research interests or are involved in the development of the game's coding, please feel free to respond to this thread. Hope to hear how things are progressing on this front. The game is very much in the alpha stages, but it's got a lot of potential to it.
RE: Research Opportunities and In-Game Metrics
Good morning. Sorry it's been so long, I've been busy with other stuff in the "real" world. @bacon, thank you for fleshing out the environmental aspects. Yes, I agree, having some metrics of resources and waste/pollution would be excellent to capture in the game. I'm also thinking about tracking trade transactions, building construction, wealth distribution (in terms of currency and material goods), a method to track the laws that the society comes up with as well as a way to watch how these laws are created (this latter part is going to be trickier to see in game) as well as those environmental factors that you mentioned. I can see a series of datasets being formed from each experimental server that can easily be merged together into one or more datasets. @JohnK, I haven't had a chance to look at the code, nor can I really read the code. Out of curiosity, have the metrics been included in at least some of the alphas? An update on the metrics would be helpful, since I've been away for so long.
Hope everything and everyone is well!
(Real) Academic Literature for Eco's In-Game Managemnt and Possible Design Inspiration
I've got a cache of books that may be relevant for both players and designers/programmers of Eco. They're mainly based in political science, political economy, agent based modeling, and the nexus of humanity and nature. I hope you find these titles helpful and maybe help influence and/or inspire the design and play of the game. Enjoy! :)
"The Origins of Wealth", Beinhocker.
"People and Forests", Gibson, McKean, Ostrom
"Complexity and the Art of Public Policy", Colander, Kupers
"Growing Artificial Societies", Epstein, Axtell
"Governing the Commons", Ostrom
"Agent Based Models", Gilbert
"Social Network Analysis", Knocke, Yang
I'll add to the list if I find more. Feel free to post your own books. :)
Food and Energy Simulation
I was just wondering how food, water, and energy will be simulated in the game as these are likely the key components to ensuring human survival in the real world. I'm hoping to hear some clarification on this as these three are likely going to be important things to track with the research component. Hope to hear from someone soon!
Research Opportunities and In-Game Metrics
Good evening everyone!
I'm excited to begin working with you all on this extremely interesting project. My name is Eli Levine, I have a Master of Public Administration and I am very interested in helping Eco become a fun game that's also a platform for social and ecological sciences. I am doing my own research into Agent Based Modeling (ABM) and Socail Network Analysis (SNA) on the side. I would love to help develop the definitions, metrics, and methods that could be used in Eco to gather data (anonymously) from players' actions and the aggregate conditions in game. I believe this could advance our understanding about how economies, societies, governments, and other social systems evolve, adapt, and interplay with each other and the environments in which they exist. I will warn you now that I don't have much of a coding background but I look forward to learning as time goes one.
Looking forward to working with you all!
RE: Research Opportunities and In-Game Metrics
Sounds good about currency!
I just had the thought that, if we're able to get different biomes, that it would be interesting to see if and how groups adapt their social, political, and economic institutions to fit with the biome and the environment (if that's something they choose to do).
Out of curiosity, what happens if a civilization, group of people, society, or the whole world crashes in terms of environmental degradation? Is there going to be a reset and reclaim thing? Will everyone have to start again from the bottom level and work their way back up? Or will the environment correct itself over time and allow societies to continue to operate and essentially cope with the ecological devastation? Just something to think about.