Krantarin wrote:Cor was using the repetitive contribution to our village as a sort of therapy for his depression (it's actually a neat, helpful way to combat it). Now it is tough to imagine him coming back. I wonder if the monsters who did this realize how they affected real people.
I don't know why it is we invest our emotions in a game so much. Our game up till here was a game of trading and farming, mining and diplomacy. Our relations with other villages have been excellent, and our village has maintained itself as a peaceful one. It is tempting to declare all out war, or at the very least hunt down every murderer to the heart of goon castle and give them a taste of my battle axe. But I think again--is this violent game, a game where so much emotion is at stake, the kind of game that I want to spend my time playing?
Your predictions were correct, but you have my sympathy - and understanding. Truth to tell, I feel the same way, and so do most of my village. Several have pretty well stopped playing, and others hover on the brink of quitting. We do get invested in the game - perhaps because we are builders, not griefers, and not punks who prefer to take from others rather than build.
I also like Coriander, and am sorry it was him who got killed. I hope someone follows the killers home, and deals appropriately with both them and any villagers who try to defend them. I also find myself comparing, unfavourably, Goonheim's reaction to their murderers with Barrenburg's reaction to "its" thief - who proved not to be a village member, just someone who'd snuck into our perimeter and left a hearth inside a mostly inactive player's house.
I don't have a solution, either to the emotional investment or to the game balance issues that allow reasonably well developed characters to be wiped out in an instant, even though they are not looking for trouble. I'm sorry in a way that Coriander was trying to interfere with a theft in progress, rather than being attacked out of the blue - as certain goons have done to others - one being a person whose land they/JTG had stolen, when the moving-out player went back to harvest a bit more of their tea. (That player got away, fortunately, as did the now infamous Jon, when goons and JTG attacked him, leading to the later developments that made various goons so very unhappy.) If Coriander had simply been jumped on as part of a strategy to eliminate Pine Valley's owners, that would have made this case even clearer.
Perhaps the solution is indeed the one some of my villagers have chosen - stop playing. Let the game become a haunt of PvPers, with few or no builders to provide them with prebuilt villages, ready made steel, silk, and even food. I've suggested, repeatedly, a level of immunity for those who don't learn the black skills, or don't use them aggressively - and been laughed at by those who like the excitement and risk of perma-death -- and, I suspect, expect the risk to apply to their victims not themselves.
Ultimately it's the developers' decision what type of game they have. Perhaps it would be boring if it were entirely a matter of development, without risk. But I think it's very different to have the risk be almost entirely from other players, and involuntary, while the development part has no pvp aspects. If the risk were from bears, it would be a whole different thing emotionally - and those risk averse could stay home and do less LP-producing activities that involved little risk. Instead we have semi-random PvP (you never know when some punk will target you) and a game system where protecting against the random death risk requires cutting your LP production drastically - only then possibly to find the game is bugged, and full tradition didn't restore all one's LP (from a recent thread).