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#154465 - 06/04/08 02:25 AM Suggestions/Solutions for expanding a tribe
bethlham Offline
Guru

Registered: 03/31/07
Posts: 885
The controversy over pixilated procreation is getting quite high, so I ask.."What are some possible solutions to this?"

I am not asking if it is right or wrong, ethical, moral, etc...rather, what can the developers do to resolve it?

It has not been an issue for me since I found the villagers suffer no ill-effects due to the intitial small gene pool but the ongoing talk about inbreeding and kissing cousins, 10 year olds and moms is starting to freak me out! \:o Sorry for being squimish but...enough is enough, yes?

So I ask, how can this be solved.

I am at a loss for suggestions as I can only think of: a donor center, eh hem, or a planned parenthood office where the villagers are counseled on familial expansion. . Neither sound very good to me, honestly.

I hope we can try to add to a solution, not a problem.

What do you think?

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#154475 - 06/04/08 02:37 AM Re: Suggestions/Solutions for expanding a tribe [Re: bethlham]
LadyCFII Administrator Offline
Unicorn

Registered: 10/07/04
Posts: 17514
Loc: Colorado
It seems to me that everyone so far has been trying to convince everyone else of their viewpoint, rather than offering constructive feedback to LDW. We here at LDW fully understand the problem, and further debate among yourselves will do nothing but increase the level of acrimony here. Virtual Villagers, by its very nature, must produce children or it would be a very short game, indeed. Arthur has designed the game in such a way as to treat the production of children as delicately as possible. Arguing among yourselves about the implications and morality of the game is counter-productive and serves only to heighten the debate. We welcome suggestions as to how the creation of children might be handled even more delicately, but I will lock this thread if it turns into another finger-pointing morality debate.

P.S. I'm not picking on bethlham for starting this thread. I'm just trying to be proactive here. I've read the other debates, and I want to make sure this thread stays as constructive as it was intended to be. \:\)
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#154542 - 06/04/08 04:40 AM Re: Suggestions/Solutions for expanding a tribe [Re: LadyCFII]
Nemyar Offline
Forum Games Enthusiast

Registered: 07/14/06
Posts: 768
I have a idea.

How about a sort of wharf, where villagers from different tribes (Not from different user) can come to your tribe?

You need to pay Tech Points to build raft to send your villagers to different tribes and "Recruit" some new villagers
(It might solve the "Thinning the tribe" problem)

You then have to wait for few hours (Or a day?) for the raft to come back.

Old villagers and childrens cannot travel by raft.

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#154543 - 06/04/08 04:45 AM Re: Suggestions/Solutions for expanding a tribe [Re: Nemyar]
bethlham Offline
Guru

Registered: 03/31/07
Posts: 885
Yea! Thanks Nemyar for the suggestion! I think it's better than mine haha.

You get 'snaps' from me for offering a solution. \:\)

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#154545 - 06/04/08 04:47 AM Re: Suggestions/Solutions for expanding a tribe [Re: Nemyar]
MochaJew Offline
Fan Fiction Enthusiast

Registered: 12/26/06
Posts: 2016
Loc: Anywhere but here
To me it is a very easy problem to solve. Just as we have the option to chose Nature and Magic, the same option can be made for Marriage or Matching. And like Magic and Nature, there are limitions and conquenses of one's choice. Stop both men and women fom procreating at age 50, therefore the cases of parnet/child unions occuring are slim. Or just go back to the fromat of VV1; when the child is born, we have no idea (unless you record the family) who the parnets/siblings are.
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#154551 - 06/04/08 04:51 AM Re: Suggestions/Solutions for expanding a tribe [Re: MochaJew]
Nemyar Offline
Forum Games Enthusiast

Registered: 07/14/06
Posts: 768
Doesn't villagers stop getting babies at age of 50 in VV2 and VV3?

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#154554 - 06/04/08 05:02 AM Re: Suggestions/Solutions for expanding a tribe [Re: Nemyar]
melanoma Offline
Adviser

Registered: 05/31/08
Posts: 96
I think the developers should just wait til the [censored] thing bowls over. In reality, I am an [censored] survivor. I also have the common sense to know that these are avatars and VV3 is a game! I'd prefer the developers to get going on releasing VV4. Thanks for asking our opinions; that's pretty cool.

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#154555 - 06/04/08 05:09 AM Re: Suggestions/Solutions for expanding a tribe [Re: melanoma]
bethlham Offline
Guru

Registered: 03/31/07
Posts: 885
Originally Posted By: melanoma
Thanks for asking our opinions; that's pretty cool.


Thanks back at c'ha for offering help! ;\)



Originally Posted By: MochaJew
Just as we have the option to chose Nature and Magic, the same option can be made for Marriage or Matching.


What would be the difference between these two? \:\)

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#154561 - 06/04/08 05:12 AM Re: Suggestions/Solutions for expanding a tribe [Re: Nemyar]
Nemyar Offline
Forum Games Enthusiast

Registered: 07/14/06
Posts: 768
I'm going to expand a bit on idea for a wharf.

You get Techology "Migration". It determine how much villagers can be on a raft at once and how much skills the newcomers will have on arrival.

Level One: You can send up to 2 villagers away.
Newcomers will arrive with little to no skills (Untrained).

Level Two: You can send up to 4 villagers away.
Newcomers will arrive with some skills (Trainee).

Level Three: You can send up to 6 villagers away.
Newcomers will arrive with plenty of skills (Adept).

If you send the villagers away, you'll need to pay Tech points for raft and rebuild it again.

You need to pay additional Tech points if you "recruit" some new villagers.

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#154564 - 06/04/08 05:17 AM Re: Suggestions/Solutions for expanding a tribe [Re: Nemyar]
bethlham Offline
Guru

Registered: 03/31/07
Posts: 885
Hmmm...sounds like it just might work! And like you said, it gets 2 birds with 1 stone. (Sorry if that clique isn't PC anymore!)

\:\)

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