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If it were to block all natlangs, i don't think there would be many words
left


2014-03-25 11:44 GMT-03:00 Guilherme Santos <[log in to unmask]>:

> >Okay, so suppose after some initial confusion with players trying to
> >speak English (why, if the game tells them up front that they can't?)
> >and being unable to understand each other's scrambled speech.  Then
> >suppose Alice points at a dead orc and says "foo", and it gets
> >scrambled so that Bob hears it as "bar".  Bob catches on, or thinks he
> >does, and points at another dead orc and says "bar"... which the
> >scrambling algorithm turns into "qux".  Alice tries again with another
> >newly-coined word and another referent and screams in frustration
> >after three or four iterations.
>
> I think, that, instead of scrambling their speak, it should just detect
> and disallow the most common languages (well, it's not like people will
> start speaking Abaza), and force people to coin new words for stuff. But i
> guess that would also be hard, since a person can coin a new word just for
> the system to block it because it is already the word for lamb in Hindi.
>
>
> 2014-03-25 11:22 GMT-03:00 Jim Henry <[log in to unmask]>:
>
> On Tue, Mar 25, 2014 at 3:21 AM, Matthew DeBlock <[log in to unmask]>
>> wrote:
>> > MMORPGs are just "interactive conworlds".. so I wonder... how about an
>> RPG designed to promote in-game conlanging. With the right design one might
>> be able to "force them to do it"
>>
>> Much of your post seems to describe an antagonistic relationship
>> between the gamers and the GMs.  That kind of toxic relationship is
>> bad enough when it forms in a tabletop roleplaying group; why would
>> anybody join an MMORPG whose basic design includes it?
>>
>> Rather, promote the in-game conlanging as a feature of the game and
>> recruit people for whom the linguistic challenge is an attraction.
>>
>> > ie. when I say "they are here" it becomes "gwa eji hoji", but when you
>> say "they are here" we all hear "ki otu datu" etc..
>> >
>> > When I say something it is first "scrambled" by my algorithm, and then
>> before you hear it is also scrambled by your algorithm(reversed for
>> listening)
>> >
>> > That way there is an "in game oral version" but none of us actually
>> hear the in game version, we all just hear our own version.
>>
>> Okay, so suppose after some initial confusion with players trying to
>> speak English (why, if the game tells them up front that they can't?)
>> and being unable to understand each other's scrambled speech.  Then
>> suppose Alice points at a dead orc and says "foo", and it gets
>> scrambled so that Bob hears it as "bar".  Bob catches on, or thinks he
>> does, and points at another dead orc and says "bar"... which the
>> scrambling algorithm turns into "qux".  Alice tries again with another
>> newly-coined word and another referent and screams in frustration
>> after three or four iterations.
>>
>> How  are they ever supposed to devise a language together if they get
>> scrambled like that?
>>
>> Better just to tell players they are't allowed to use English, because
>> the point of the game is to simulate a situation where
>> player-characters have no common langugage and must devise one
>> in-game.
>>
>> Some players might cheat and spoil the game for other players, but I
>> think this cheating must be the exception rather than the rule, or no
>> MMORPG could ever last  very long.  (I don't really know, I've never
>> played them, ony tabletop RPGs.)   Deal with the cheating as it
>> happens, but don't build the whole game around assuming players will
>> cheat and making life hard for them.
>>
>> > Writing would be more difficult, perhaps just disallow all text based
>> communication.
>>
>> I don't see why writing would be *harder* to scramble (or to
>> automatically detect use of English) than speech.  It should be
>> easier.
>>
>> >might be feasible. I am however not a professional game coder, nor do I
>> understand the economics of the game industry, so perhaps it's not viable.
>>
>> People probably won't pay to play games that aren't fun.  You need to
>> find a way to make this fun.  It doesn't sound fun the way you've
>> described it.
>>
>> --
>> Jim Henry
>> http://www.pobox.com/~jimhenry/
>> http://www.jimhenrymedicaltrust.org
>>
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