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	<title>Premades and Precepts &#187; law</title>
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	<description>sims 3 musings and occassional tirades. breaking down the simulated façade.</description>
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		<title>SimPolitics</title>
		<link>http://channtastic.com/2009/03/18/too-many-rules-very-bad-thing/</link>
		<comments>http://channtastic.com/2009/03/18/too-many-rules-very-bad-thing/#comments</comments>
		<pubDate>Wed, 18 Mar 2009 13:08:00 +0000</pubDate>
		<dc:creator>chann</dc:creator>
				<category><![CDATA[Outside the Box]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[government]]></category>
		<category><![CDATA[integrated economy]]></category>
		<category><![CDATA[law]]></category>
		<category><![CDATA[politics]]></category>
		<category><![CDATA[restrictions]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://channtastic.com/chann/?p=39</guid>
		<description><![CDATA[I&#8217;ve always been enamoured with the integrated economy, but never had the commitment to put it into action. With TS2 I did draw out an elaborate city government, replete with judicial system (+ courthouse), integrated economy with businesses, farm system, tax system, the works. Then I realised it was all too much for me. The [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve always been enamoured with the integrated economy, but never had the commitment to put it into action. With TS2 I did draw out an elaborate city government, replete with judicial system (+ courthouse), integrated economy with businesses, farm system, tax system, the works. Then I realised it was all too much for me. The rules were too restrictive.</p>
<p>So I thought, the next time I do the whole hood-building thing, I&#8217;m going to cut back and chose to focus on the community. Small town dynamics and relationships, which is what The Sims is best at showing.</p>
<p>But what if the town had a say in its rules? I could start with a blank slate and let the &#8216;citizens&#8217; choose what is best. Think about it &#8211; the sorts of rules that people play their hoods by are actually real-life political issues: immigration restrictions, taxes, criminal laws, corruption. What kinds of political opinion would exist in a Sim world?</p>
<p><span id="more-39"></span>I&#8217;ve sketched out a rough idea of two political factions or parties.</p>
<p><strong>Conservatives </strong>would be made up of the self-made, founding families, who are sick of paying fees and taxes for everything. In effect, they would represent the &#8216;normal&#8217; gameplay &#8211; freely spawning townies, money from nowhere, etc.</p>
<p><strong>Radicals</strong>, community-minded and poorer Sims, would agitate for welfare and more local services. They would represent &#8216;rules and restrictions&#8217; &#8211; career caps, income taxes, population control, etc.</p>
<p>Yes, I have very BROADLY stereotyped the politics here. The point is, Sims in my Hood Project will take sides, and the &#8216;rules&#8217; of the hood will depend on which side is strongest.</p>
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		<title>The Rule of Sim Law</title>
		<link>http://channtastic.com/2009/03/17/the-rule-of-sim-law/</link>
		<comments>http://channtastic.com/2009/03/17/the-rule-of-sim-law/#comments</comments>
		<pubDate>Tue, 17 Mar 2009 06:00:10 +0000</pubDate>
		<dc:creator>chann</dc:creator>
				<category><![CDATA[Outside the Box]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[community service]]></category>
		<category><![CDATA[court]]></category>
		<category><![CDATA[death]]></category>
		<category><![CDATA[government]]></category>
		<category><![CDATA[judge]]></category>
		<category><![CDATA[law]]></category>
		<category><![CDATA[legal system]]></category>

		<guid isPermaLink="false">http://channtastic.com/chann/?p=80</guid>
		<description><![CDATA[The rule of law is the principle that everyone, and every institution, everywhere, is subject to the law. (Copying out of my dictionary here.) Law is my area of specialty, so naturally I think about the implications of law in sandbox-like games in between the avoidance of study. In my abortive TS2 integrated hood, I [...]]]></description>
			<content:encoded><![CDATA[<p>The rule of law is the principle that everyone, and every institution, everywhere, is subject to the law. (Copying out of my dictionary here.) Law is my area of specialty, so naturally I think about the implications of law in sandbox-like games in between the avoidance of study.</p>
<p>In my abortive TS2 integrated hood, I devised a city Court to adjudicate local disputes. My idea was that Sims should have <a href="http://www1.curriculum.edu.au/ddunits/guide/g3b_common.htm">common law.</a> Whatever the judged ruled in cases would become part of the local law. For example, a Sim dies when he is <a href="http://www.youtube.com/watch?v=MWt20-6GGjU">electrocuted by a television</a>. His next of kin sues the television company in the Court. Maybe the judge would decide that yes, the company is liable and has to pay damages. Then that would become a precedent and any manufacturer could be liable.</p>
<p>This &#8216;Case Law&#8217; would contrast with what I call Sim Law, the inherent rules of the game. Examples &#8211; Sims can&#8217;t commit murder. Bills must be paid otherwise you get Repo Man&#8217;d. Same-sex marriage is legal.</p>
<p>I thought having a legal system like this would be a nifty way to introduce rules into the game and create drama and tension. Breaches of the law such as trespassing or theft (both obvious ones in Sims games) could have a bit more colour than simply deducting a fine from the family funds. Hypothetical scenario &#8211; a pesky neighbour is hauled before the judge for repeatedly stealing lawn ornaments. However, the accused has hardly any money to pay a fine, and it&#8217;s his first offence. The judge orders him to do community service! For a week, he has to clean his neighbour&#8217;s house.</p>
<p>I&#8217;m looking forward to seeing if any of this will work in game.</p>
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