Games Can Make You Trust

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Rack

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Jan 18, 2008
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Well, we've had love so lets finish it up by providing the formula for greed. Fortunately this is much easier.

Greed = ?

Edit: Bah, my infinity symbol came out wrong.
 

theriddlen

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Apr 6, 2010
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lithium.jelly said:
theriddlen said:
Greg Tito said:
If we could do that, then I'd like to know what the formula is for love.
I don't know what's the formula for love, but here's the formula for alcohol:
Close enough then. Now, do you have the formula for Rohypnol?

I've gotta feeling, that tonight's gonna be a good time...

;)
 

MasterSplinter

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Jul 8, 2009
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Shadowfury333 said:
MasterSplinter said:
Uhmmm. Can we see (or read) this dissertation anywhere online?
Oh yeah. I suppose I should have linked it. You can find it linked here [http://www.achrongame.com/forums/viewtopic.php?f=19&t=1031&p=8705&hilit=PhD#p11421].
Thanks. It sounded interesting enough to try to read it.
 

Orannis0

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Jul 12, 2009
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I'm only about ten pages in, but it's quite an interesting read.I don't know whether he addresses this later, but at this point the only potential issue I see is that it appears he's quantifying all relative trust as neutral until further evidence is provided, without taking into account the nature of an individual towards or against trust.
 

LadyMint

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Apr 22, 2010
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In order for a game to truly exploit trust, there has to be an option to not trust a character in your party and potentially get rid of them early on based on your personal distrust. Even in games where it is blatantly obvious that the Snidley Whiplash-looking character you're traveling with is going to try and kill you, you're forced to work with them because the storyline demands it. More games need to give you the option to say, "Screw this guy, he's obviously going to stab me in the back." Then to go along with it, they'll have to give you plausible reasons to keep the person in the party despite your audience knowledge. Or, OR... Do a better job of hiding Snidley's treachery. Maybe shave off his moustache and get him some posture-correcting back brace.

That's all as far as I'm concerned. Either make it a lot less obvious that someone's going to betray you, or give me the option to kick them out of the party early on.
 

Shadowfury333

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Mar 26, 2009
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Orannis0 said:
I'm only about ten pages in, but it's quite an interesting read.I don't know whether he addresses this later, but at this point the only potential issue I see is that it appears he's quantifying all relative trust as neutral until further evidence is provided, without taking into account the nature of an individual towards or against trust.
It does mention that it is limited by being theoretical, so that initial neutrality is a necessary simplifying assumption.
 

Serioli

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Mar 26, 2010
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"Can you guys think of any games that a really good examples of trust?"

What Dr. Hazard wants to see is a game that uses the mathematical computation that he discovered for his dissertation to quantify how players build trust.

So he's asking if there already exists a game that uses his just discovered formula? If I could think of one would it mean he got canned for plagiarism?

(Hey, this isn't your formula at all it's just ripped off from [insert game here]....)

:p