[Irouleguy] You don't try to make people predict the future; you have x quickfire slots and y slow burner slots. If a quickfire game ends you can only replace it with another quickfire game; if a slow burner ends, it can only be replaced with another slow burner. If one slot of each type chances to be available at the same time, then you get a choice. After all, an /unsuccessful/ slow burner will still face the chop relatively quickly; it's only the successful slow burners that will hang around.
BTW I too have a game suggestion: Hide and Seek. This idea was inspired by listening to an old ISIHAC episode where the teams gave it ago. Seemed to work all right.
Nah, I was tongue-in-cheek suggesting the "I Woke Up..." game to be next for the axe! How would your Hide and Seek game go? Or would we work it out as it went along?
Not aimed at anyone in particular, btw, just covering my own back if someone claims it's a "Return of..." type game that I've been so vocal about in the past...
"Each move must consist of precisely eight words" - as it says on the tin. What happens in the game may be debated in the game: perhaps it'll be a conversation, perhaps a word-limited reprise of various games we play, or whatever.
[Iroul, Darren] Right, so if we have a slot permanently open which kills of the "least active" game, we can look forward to random passers-by, the generally click-happy and possibly not even real people starting carp like this and this on a daily basis, displacing things that you might actually want to play (actually, the latter example reveals a curious bug that I should look into, so it's not all bad news...). In order to deal with this I would need to write some additional code that would allow these effects to be reversed, ideally as though they had never happened. My time is quite precious these days, and I really don't think this is worth that investment. Sorry.