LOTS of world building. some constitution rules
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CONCEPT.md
172
CONCEPT.md
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@ -114,8 +114,9 @@ Combat
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Do we need attributes or is gameplay solvable by skill and experience only? Which is more fun?
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Maybe attributes promote specialization and inhibit trying out different work experiences.
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Maybe attributes for fighting aren't a bad idea? You need to figure that out anyway, and it would give police a comprehensible advantage.
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Weapons would soon become the deciding factor anyway, though.
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Everyone can take 2-3 hits until they go down. Depending on the weapon, they die or go only unconscious for 1 hour.
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The less you slept last night, the slower you move. The more drugs you take, the faster you move.
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## Ingame economy
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@ -139,6 +140,7 @@ Punks are employed only per daily basis, at different times and for 4h each.
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* Busdriver: Drive from station to station, control tickets
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* Truckdriver: Drive from station to station, load and unload cargo
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* Delivery: bringing packages to houses
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* Tailor: refine trash to cloth, puzzle it to more and more complicated clothing
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* Vendor: putting goods in the shelves, selling the goods (ppl will be glad when this gets automated), Vendors suffer from monopolization
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* Control Ads: rate Ads if they are nice, sort out malicious ones.
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* Censorship: review posts on fakebook, posts are double-checked
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@ -161,6 +163,7 @@ Punks are employed only per daily basis, at different times and for 4h each.
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* Busdriver: Drive from station to station, control tickets
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* Truckdriver: Drive from station to station, load and unload cargo
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* Delivery: bringing packages to houses
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* Tailor: refine mushrooms to cloth, puzzle it to more and more complicated clothing
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* Build: constructing buildings for private space or public usage
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* Bank robber: attack banks to steal money for projects to use
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* Distribute Flyers: stand in the city and give flyers to people
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@ -210,6 +213,9 @@ You can usually use existing infrastructure, until you build up own infrastructu
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In which directions can the ingame society develop?
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When a society/company researches a certain module, a video explaining the progress is sent to each fakebook user.
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### Corporate Research Modules
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Automation
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@ -219,6 +225,7 @@ Automation
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* Food Machines
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* Vending Machines
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* Medical Bots
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* Physical Augmentations?
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Surveillance
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* Security Bots
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@ -229,7 +236,7 @@ Surveillance
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Internet
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* Augmented Reality
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* Tailored Ads (improving buying efficiency)
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* Fuckbook functions
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* Fakebook functions
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Ecology
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* Nuclear Energy
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@ -238,6 +245,7 @@ Ecology
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* Solar Energy
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* Wind Energy
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* Hydroelectric Energy
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* Bioengineering
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### Commons Research Modules
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@ -257,23 +265,28 @@ Hardware
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* Food Machines
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* Vending Machines
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* Medical Bots
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* Physical augmentations?
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Tools
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* Weapons
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* Pushcart
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* Armor
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* Buidlings out of trash parts
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* Buidlings out of mushrooms
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Ecology
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* Solar Energy
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* Wind Energy
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* Hydroelectric Energy
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* Synthetic Drugs (are sellable, improve individual performance and fun)
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* Bioengineering (use fast evolution to create more species diversity)
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## Politics
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The representative democracy can be more or less authoritarian.
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When a policy is introduced, a video explaining the progress is sent to each fakebook user.
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### Political System
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Multiple political parties are competing for positions of power.
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@ -299,14 +312,157 @@ Security Policy:
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* Outlaw or legalize technology
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* Outlaw or legalize research
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## City
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## The Game World
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Should live in different classes, quarters...
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Cyberpunk dystopias can take many forms.
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Bridges between Skyscrapers? How do the Skyscrapers look?
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Deus Ex - Human Revolution is so interesting, because they combined 3 ingredients in the world building:
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Cyberpunk, Renaissance, and the Icarus myth.
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(Source: https://www.develop-online.net/interview/the-cyberpunk-renaissance-designing-deus-ex-with-jonathan-jacques-bellet-te/0221492 )
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Slums ftw, easier to squat, less police
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Combining very different things to fit together seems like a good idea to build an interesting world.
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The myth could be transformation.
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How do we evolve?
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How can new structures of power and production take their space?
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What does this do to us, and how do people in different contexts behave differently?
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Cyberpunk is a nice given, too, I think, because its popularity rises, proportionally to its realness.
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It fits very well to the criminal outcast topic, the technology factor, the mega corps, the Commoner's DIY culture.
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It provides very nice aesthetics, too, especially for the urban part and the contingency of corporeality.
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Mushrooms are one of the most used organic ingredients since the big Climate Crisis.
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Mushrooms & Algae are the only ingredients left for food, often used for fabric, mattresses, and other organic products.
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Some mushrooms have exceeded their earlier limits of growth a lot, when so much dead organic material lay around for them to exploit.
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Since then some very big exemplars are standing around in nature.
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Mushrooms and Algae could be one day the foundation of a new, directed evolution, which could ensure a new biodiversity.
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Feudalism would be a nice driver for clothing and style.
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Also as the hierarchies, the boundaries, the communities have some feudal implications (especially the rurals).
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Habermas talks about refeudalization in context of education chances - which are inherited more and more.
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Intellectual Wageslaves (Downtown Jobs) earn more than Factory Wageslaves, and they earn more than Punks.
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The world is separated in several areas.
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* Downtown: big skyscrapers, high tech, shopping centers, banks, offices, hospitals, penthouses, coffin hotels.
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* Industry: factories, stores, many workplaces, coffin hotels.
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* Slums: containers-4-rent, night clubs, stores, some old factory halls.
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* Rural: each village has a bus station, and someone usually sells food.
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It would be nice if people were required to travel a lot between them.
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#### Downtown
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Skyscrapers have bridges between them. They look a bit like strongholds maybe? Arrow slit windows?
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At the top are the penthouses, where the Execs reside. Each Exec owns a Skyscraper.
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Offices for non-industrial jobs are in the Skyscrapers:
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IT, journalism, marketing, censors, everything which is just sitting in front of a screen. Also Doctors and Nurses.
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For buying rare items, you have to go to Downtown's shopping centers.
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Security is tight, many people are here. Aesthetics resemble churches.
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Living Costs:
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* A coffin hotel costs 100€ a night.
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* Food costs 13€ a day.
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#### Industry
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Factories are located here. Some of them are abandoned.
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Most of the jobs are here.
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Living Costs:
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* A coffin hotel costs 100€ a night.
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* Food costs 7€ a day.
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#### Slums
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The factories in the Slums are all abandoned.
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The slums are mostly for dwelling, containers-4-rent make up most of the buildings.
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Stores supply the inhabitants, night clubs provide fun.
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There is not as much police here, so it's easier to squat here than in other areas.
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Living Costs:
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* A container-4-rent costs 2000€ a month.
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* Food costs 7€ a day.
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#### Rural
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Prevalence of using Mushrooms as food, building, and clothing material.
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The people are living in small huts, a mixture of them being quite old, some built off trash, some off mushrooms.
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Each village has a bus station, but not much more. Someone sells food.
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Living Costs:
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* You can buy a hut for 2500€?/space for 1 person, they are not rentable
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* You can buy space for building a hut 250€/space for 1 person
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* Food costs 13€ a day.
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### Feudalism
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Feudalist aesthetics could be used to enrich cyberpunk, It doesn't make that much sense to render feudal society to the game, though.
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Clothing
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* Hierarchy shows itself in Clothing
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* Rich or powerful people dare to wear more colorful clothing, modern aristocrats
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* Educated people are required to wear appropriate clothing (which poor can't afford) for work
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* generally: wide clothes with lots of drapes, belts, bags. look at aristocrat clothes!
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* Police armor looks like knight's armor
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* Christian mindset experiences renaissance with Climate Catastrophe. Some wear clerical tonsures.
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### Climate Catastrophe
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The bees died out, something with pesticides killed most of the surviving plants.
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Soy deliveries died out, animals couldn't be fed anymore.
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Hunting lived up for a short time, until wildlife was pretty much extinct.
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The sea collapsed from trash, but several Algae species could be saved.
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Algae are cultivated in artificial tanks.
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Mushrooms are dwelling on the dead organic matter everywhere, and on dead algae.
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Mushrooms and Algae are next to steel and plastic the mostly used ingredients for everything.
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Animals are largely extinct, the last species live off mankind's trash and can not to be domesticated.
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Some people believe that our sins are responsible for the Climate Catastrophe and turn to god.
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### Characters
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#### Media Speaker
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Announces changes to the public.
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Generally is defending the status quo.
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#### Punk Band
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Sings Songs against the Police which sell quite well.
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Expensive to employ, but enhances every demonstration/party.
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#### Preacher
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Makes humanity responsible for Climate Crisis - punishment by god.
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Promotes that we need to turn to god - hard work can resolve our sins.
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Many uneducated are following him.
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## Criticism
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### Why do I play?
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There is not a real goal in the game, not a real motivation yet.
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Is the fate of the character and their society interesting enough?
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depends on the inscenation maybe.
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If Transformation of Capitalism is the goal - how can
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1. the single player have influence on this goal?
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2. have not enough influence to frustrate other players?
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Motivation arises from
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1. the interesting world
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2. the goal
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3. or the way of reaching it.
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Everything else is related to this: subsystems of the game, roles, classes, minigames.
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### yet to conceptualize
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universal snitch system
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