Also, this should be in Other Stuff.
True enough, but in this case the community is given very little control at all, in terms of the game itself. The forums are really a separate entity.
Smokey where do you stand with this article, other than its a good read?
Ignore eiii Smokey, he is extremely anal retentive and partially blind.
Quote from: eiii on June 10, 2007, 06:55:58 PMTrue enough, but in this case the community is given very little control at all, in terms of the game itself. The forums are really a separate entity.I think we do have some control, though not enough.
Quote from: y00tz on June 11, 2007, 12:31:31 AMQuote from: eiii on June 10, 2007, 06:55:58 PMTrue enough, but in this case the community is given very little control at all, in terms of the game itself. The forums are really a separate entity.I think we do have some control, though not enough. Heh, the whole point of the article is that communities as a whole should be given less control.
The world's best reputation management system is right here, in the brain. And actually, it's right here, in the back, in the emotional part of the brain. Almost all the work being done on reputation systems today is either trivial or useless or both, because reputations aren't linearizable, and they're not portable. There are people who cheat on their spouse but not at cards, and vice versa, and both and neither. Reputation is not necessarily portable from one situation to another, and it's not easily expressed. eBay has done us all an enormous disservice, because eBay works in non-iterated atomic transactions, which are the opposite of social situations. eBay's reputation system works incredibly well, because it starts with a linearizable transaction -- "How much money for how many Smurfs?" -- and turns that into a metric that's equally linear. That doesn't work well in social situations. If you want a good reputation system, just let me remember who you are. And if you do me a favor, I'll remember it. And I won't store it in the front of my brain, I'll store it here, in the back. I'll just get a good feeling next time I get email from you; I won't even remember why. And if you do me a disservice and I get email from you, my temples will start to throb, and I won't even remember why. If you give users a way of remembering one another, reputation will happen, and that requires nothing more than simple and somewhat persistent handles. Users have to be able to identify themselves and there has to be a penalty for switching handles. The penalty for switching doesn't have to be total. But if I change my handle on the system, I have to lose some kind of reputation or some kind of context. This keeps the system functioning.