Yeah, I remember. I played Utopia back in the day too, and before I found IC I played a game called Planetarion that suffered from this "problem". I very clearly remember the problems you describe, but I also very clearly remember the positive aspects.
Altruist wrote:Finally... a different game which shouldn't be called IC anylonger.
If this is how we define IC, it should have stopped being called IC already, as in-game alliances were disabled quite some time ago.
Altruist wrote:If you do not have a very strict and enforced rule to limit alliances, the players themselves will do all what is necessary to form alliances that will grow and grow and finally destroy the game.
The irony in your statement is that this has already happened. As strict as we claimed to ever be about this, it is practically unenforceable. Even if I changed my mind right now and said "Illegal Alliances are banned again" what I would really be saying is "We know you guys can get around this rule and we can't actually catch you, but let's pretend nobody is going to cheat."
This has for years given an unfair advantage to players who are smart enough to cheat without getting caught; and it's not hard. If anything will destroy a game, it's ignoring that with this rule cheaters have a secret but very real strategic advantage over honest players.
For years IC has taking the lazy/easy way out by saying this rule exists while knowing that we don't have the means to enforce it, and burdening the mods with fruitless investigation work at that. I will not accept that as "normal".
Altruist wrote:the power and arrogance of the alliances and their members unbearable
IC has already suffered this for years through other means. New players routinely get killed off if they don't want to fall in-line with a very specialized family structure. The same logic could state this mean families are the problem with the game.
But families aren't the problem, and unofficial alliances aren't the problem. The problem is that IC is inherently imbalanced and our attempts at fixing this (protection rules, v-mode and p-mode, morale changes) have been unsuccessful.
That doesn't mean we should accept defeat and revert to "enforcing" a rule that we can't actually enforce. It means we should double down our efforts and get creative about solving the problems we find. Ultimately this is my job and IC's success or failure is now on my hands. Given the game's downward trend over the years, I am not going to accept that what we had was the best we can do. It isn't.
Indeed, Utopia's gameplay ("dull" to use Stefan/MMs wording) was one half of the stated reason for IC's creation, but there is another half that you didn't mention: inactive admins. I am not content to judge IC's opportunities by the failures of other games who fell victim to inactive developers.
We can do better than that, and we can do better than pretending rules work when they clearly don't.
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