Nellyfox wrote:
I walk into a sandwich shop and order a turkey sandwich. I'm waiting for my order as several other people order after me. They call out that my turkey sandwich is ready and a man grabs it and leaves. That's my turkey sandwich and so I leave the sandwich shop, follow him, then beat him up for stealing my sandwich.
I'm in class working on a group project that is going well. I overhear another group that's bickering because one person hasn't written his part of the essay. I walk over to the group and stab the slacker with my pencil and then elect myself to watch over that group to make sure the slacker does his work.
My sister enters my room while I'm not home to look for something and ends up knocking over a lamp I was quite fond of (it's my only source of light, how could she!). When I come home and find out, after she apologies I beat her up until she's unconscious.
Cyantic wrote:i heavily disagree with nelly's assessment. there is every reason to ally in a serious, real life situation. these people are humans just like you, and while they might be strangers, that doesn't mean throwing them away is the logical choice. sure, you run that risk, but you also have to acknowledge that these are people too, and betraying and leaving someone to die is... not exactly that great? at all? it's different in a game, but it is by no means the logical answer to betray. equally, you're seriously running a risk by letting these people live in such a 'real' situation. they could get everyone killed if you don't do anything - such extremism is probably rather justified! this is still a very logical and self consistent outlook to have - and really, it's probably the kind of outlook one wants people to have, a positive 'we're all gonna get out of here' attitude. not the same thing as making an interesting game, but it does irk me that the argument that 'betrayal is the only logical option' is really flawed
the ab game can sometimes feel like a formality but can rarely shake up the game in a huge way (CBS) and i'd kind of like that to happen more. give people more reasons to have this jumbled mess - sure, they betrayed, but they told you about their kid and how they're afraid of what happens if they leave, and you worked well together. can you really do that to them? especially if you don't know the person who allied... you can construct a narrative that way. lof hits upon a really good point that betraying can only be so strong because the game should probably last for a decent while - that's what people signed up for, anyway! it's a bit of a balancing act in that players can't leave too soon or possibly cut drastically short the game, but the benefits for betrayal are also weaker for it. more time means all the more reason someone's going to beat you over the head with a lead pipe
Nellyfox wrote:Well it's good that none of the analogies work on the prospect on being life threatening cause that's not what they were aiming to do. Furthermore, being betrayed in most VLDR cases is NOT life threatening because the group refuses to see people fall under 0 BP. To this day there have been no more than 3 BP related deaths: two of these are mine (As we Fall and U.P.O.) and one of these was Ender's (VLDR2). I do not believe there are any other times this has occurred.
When a betrayal happens, the betrayee gets beat up as per my analogies. The betrayed is put in a scenario where they will be able to step away from teetering on the edge of death. Therefore the analogies still work, because the situation isn't lifethreatening to begin with.
Nellyfox wrote:Yes, because people group together to delay escape until every living person has enough points. There are so many games you can look at to prove this one.
Cyantic wrote:In UaS, you would die if you did not get off the space station. N3 was a video setup, while UPOPU killed those left behind. Nosedive and SUaD have time limits, CBS the plane was literally crashing, and GTH was an odd case. Most games operate that if you don't escape, you die. I think we're all mostly focusing on the typical trend of 'if you don't escape, it's over'.
PolyesterHomes wrote:Cyantic wrote:In UaS, you would die if you did not get off the space station. N3 was a video setup, while UPOPU killed those left behind. Nosedive and SUaD have time limits, CBS the plane was literally crashing, and GTH was an odd case. Most games operate that if you don't escape, you die. I think we're all mostly focusing on the typical trend of 'if you don't escape, it's over'.
A lot of recent cases have featured death after being left behind. That's why I operated with that mindset.
IAmAMunchlax wrote:As chaotic as this sounds then there would be no reason to Ally at that point.
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