| Daniel Lepage on Wed, 14 Nov 2007 15:47:05 +0100 (CET) |
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| Re: [s-d] Proposal: Vested Interests |
On Nov 13, 2007, at 7:40 PM, comex wrote:
> On Tuesday 13 November 2007, Mike McGann wrote:
>> One additional issue is that it could set a precedent that scripts
>> can
>> be used to manage the game. For critical services, like the clock, it
>> makes sense. But once a gaming script goes in, there is bound to be
>> more, and if you get too many, it could be a mess especially if
>> things
>> get dependent on them and people can't get around to maintaining them
>> when needed. Any opinions on that?
>>
>> - Hose
> Proposals used to be made with a script... in fact I think an
> introduction
> to B Nomic once read that it's proud of having a good set of
> management
> tools. Or something like that.
>
> Anyway, I volunteer to write whatever's necessary.
Way back when the game started the game was run by Dave Smith (who is
now a player). He founded the game and ran it single-handedly for...
two years? Three years? Something ridiculous like that. He had a
bunch of scripts for managing different parts of the website, but
they were all things where he'd input data himself - the players all
took actions purely through the fora.
The Grid fiasco, when a subgame swelled into a 30-page monstrosity
that took hours every week to maintain, basically killed that style
of management, which was probably for the best since it was driving
Dave mad anyway. The game became almost impossible for one person to
track, and Dave didn't have time to do it anymore. At that point I
took over; I used Dave's scripts for a little while and then moved
the game to a wiki, using MoinMoin (also COMPLETELY rewriting the
rules in the process, to cut out EVERYTHING that had been time
consuming for the admin). That wiki still exists: www.nomic.net/~wonko/.
After running the game by myself for a while, I put together some
crude scripts for managing the game. They're all written in python as
plugins to MoinMoin. The two big scripts I wrote were one for
proposals and one for voting.
The proposal script presented registered users with a webform letting
you specify the name and body of a proposal; when you submitted it,
it would automatically number it and send email to spoon-notices
announcing the new proposal. It also let you modify/rescind proposals
you had made, as long as they were still open.
The voting script was triggered by a clock script that kept the
wiki's clock up-to-date; on nday 7 (for at the time, nweeks had 10
ndays) it would automatically change the status of all "pending"
proposals to "open" and email spoon-notify with the current ballot
(full text of all proposals). Then we'd all vote via another webform,
which let you select a voting option (For, Against, Abstain, Maybe,
Maybe Not). Again, the script would notify the list when player's
voted. At the end of the nweek, the votes would automatically be
tallied and the results, plus point changes would be sent to -notices.
We had a few other random scripts for different subgames - one
managed a deck of cards, another tried to keep track of inventories,
and so forth.
The big problem with all of them, though, was that I didn't have time
to maintain them. For example, the voting script kept needed updates
as we proposed different ways of casting votes ("Let's add a
'HIPPOPOTAMUS' option!" "No, let's vote with numbers instead of
words!" "Let's only allow irrational votes!").
When we moved from MoinMoin to MediaWiki, one of the arguments in
favor of the move was that MediaWiki was accessible to programmers of
more languages, since it supports remote access via a variety of
tools such as pywikipedia. Several players claimed knowledge of
MediaWiki plugin hacking, as well. But nobody actually volunteered to
come up with the code.
So yes, there's a lot of precedent for running the game through
scripts, and it's definitely in the best interests of the game for
somebody to write them.
--
Wonko
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