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JeremiahBlob's avatar

Wow, that got deep. It's kind of funny as you were talking about how the bag takes a life of its own, and in my head it resembles organic virality (what I mean is that it didn't get actively pushed by some strategy), where you don't know what will get popular in an equal environment, but as soon as one gets more traction than the rest, it just continues to do so.

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MCCrispy's avatar

It certainly could be interesting to use this as a game mechanism. Imagine a game like Orleans where the content of a _shared_ bag was managed this way. You'd get games where "this game was all about the engineers/priests,…". I think I'd want regular (but not necessarily _frequent_) partial resets. Perhaps halving the number of each colour, leaving a minimum of two. Resets could happen at the end of each "era" in the game - or on some player-action-related trigger.

Using the mechanism as an analogy of the real world, I'm not sure that this modification would work IRL! There are some ethical considerations 😉

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