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AITA for deleting “offensive” structures from my boyfriend’s Minecraft world?

submitted by BlueShadow98 to AmITheDevil

Player-controlled civilization-forming game

There has been a genre of minecraft servers that are kinda niche and have sort of fallen under the radar, "civilization" servers.
The philosophy is to dump all of the players in a finite, lawless world, and give them the tools to create a society and rules, without having any actual game-level server rules.
To encourage groups, they slow down progress and create a lot of things to be done to make that progress, which makes going forward on your own really hard.
In standard minecraft, offense is much stronger than defense, it's incredibly easy to tear things down, steal everything, and run away without anyone having a single clue who did it. To create coherence, defense is heavily ramped up, you can spend resources to protect blocks, requiring hundreds of breaks to actually destroy, so a raid will need to be precise, and ideally, done with a group. Special blocks can be placed that tell the owners who have done what in its vicinity. If someone broke into your home and stole all of your goods, you could check up on this block and you'll see exactly who broke what and stole what. Now that you know who this person is though, what can be done about it? If you kill them they'll respawn and just commit more crimes, so, A new mechanic is introduced, where if a player kills someone while holding an ender pearl, which are made quite rare, the player they killed will be trapped in a different dimention. They'll be "stuck" in the ender pearl. It takes resources to keep them contained, and they are given knowledge as to where their pearl is at all times, so they can call for help. This creates an excellent prisoner system.
Now this seems all well and good, but you would be suprised to know that this actually works.
With the combination of these mechanics, players have formed nations with laws and punishments for breaking those laws, societies with different ideologies, and worked together to advance in the server's altered, slower, technology trees.
Here's a map from the server I'm playing on, player created, of course,
https://cdn.discordapp.com/attachments/518510803310346250/628005762383478784/Le_Monde.jpg (Not sure if a discord link works here)
All of these nations were made by players, all with their own player-made cultures, laws, and even histories, I simply think it's astonishing.
There's so much more to this than I'm even describing, simply thanks to the nature of this server. Including a strong economy.
Now, we've seen survival games in the past, but they're all extremely shallow in this regard. Not neccesarily by the limitations of workload and hardware, as these folks were able to take minecraft and actually make this kind of experience. Surely it's doable as its own game. So I ask, what do you think a similar, expanded upon game using this concept would look like? Is it really possible?
I think some of the goals would be things like this: Encourage communities to be formed. Give players the ability to make civilizations that last long-term, and have long-term things for them to do. Encourage players to play a specific role in society. Tools for players to create law-enforcing and security, making crime hard, but not impossible. Distribute resources unevenly over long distances to encourage setup in different locations, trade between those locations, and economic diversity between nations. Mechanics to make their communities unqiue, creating cultural diversity and player connection, this could be done with simply customizable flags, for example.
Since the main focus of this game is civilization building, I believe there should be as much space as possible for civilizations to leave their mark and do what they want to do. Player controlled shop systems, player book printing systems, flag making systems. These things are already in use by these civ minecraft servers.
Is there a game out there exactly like this and I have just completely missed it somehow? I wouldn't be surprised, I completely missed civ servers up until recently.
I might write up a document detailing such a game later, it'll take a while though I guess, should I? I'm thinking about making it easier to produce by having it be played in a top-down perspective, and it being not overly ambitious, that part's important. Though, not sure yet.
submitted by core_blaster to gamedesign

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