LOTS of world building. some constitution rules

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b3yond 2017-08-06 21:46:21 +02:00
parent 5a84819965
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1 changed files with 164 additions and 8 deletions

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