Hey, -Long message poorly edited and full of spelling and grammar mistakes, btw and pretty boring so read on at your own volition. Btw this is a log not a chair, I hope to form this thread into a chair over time but right now its a log I am calling a chair so its crude is what i am saying....... Been reading the forums a long time, finally registered so I could pose some thoughts I was having on DayZ as a gaming experiment. I have heard rocket talk about this on several occasions and have always been more interested in the human interactions +/- side of the experiment then the zombies themselves. I decided to make this tread to muse about various aspects of in game interactions and how they can, do and don't relate to real world scientific experiments in human interaction. Its not a thread meant to have anything to do with how "fun" or "unfun" the game is, but more to do with the social experiment side of peoples interactions in a survival type environment, and what would and would not and could in game mechanics affect they way people interact with each other base in part on real world data. Of course saying that, these things will probably be of large importance to how people interact and should be stated and added to and edited as necessary -Things that affect player interactions In game 1) Inner Humanity - IE the things that make us distinctly human Thought, long term planing, self aware, subconscious, feelings, likes and dislikes and everything in-between. 2) Others Humanity - IE other peoples Humanity. See above list and that these are generally not known to the other person until a bond is established over time. 3) Environment - The world around you and how it affects you. 4) Death and injury - You know the bad stuff most people avoid. - Scientific experiments and observations about human interactions Stanford prison experiment Prisons Military experiments and training School systems tribal villages Stranded/Shipwrecked people throughout history blind peoples interactions with others (lack of discernible facial expressions on others makes intentions hard to gauge using subconscious feelings about others. -Game Mechanics affects on interactions For all intensive purpose think of this as your "perspective" Life and games have rules. In life we all know the basics of pain hunger sleep food wealth and power among other things loss and gain. Games have their own "perspectives" losing a finger in a game is fundamentally different from losing one in real life. SO! you read all that and and I hope have a general Idea of what I am trying to discuss. I am trying to draw lines between DayZ as a persistent survival game and real world interactions. And how if one wanted to one could use game mechanics to influence how people interact in the game to be brought in line with how people interact in the real world. Really each sub topic of this topic could fill a book and I think that's sort of the point. Making a game that models player interactions that accurately reflects the real world is a subject of interest to me. A small note - I am not saying Day Z is THAT GAME! can be or should be. I am simple posing the question of if we wanted it to be, how would we do it? What game mechanics could be added or removed. What could be tweaked or changed? With that in mind I hope you can stay on topic. this is not a thread to talk about feelings about the game or stuff that makes you angry or sad. This is a board for thinking analytically about gameplay and social experiments. Think "Philosophers cafe" Also at some point I may move this discussion to steam or Skype based on feedback and how people socially interact on the board. I will get started on the first topic shortly. Thanks for reading! Your attention span is impressive!