formatting, 2 smaller additions
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CONCEPT.md
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CONCEPT.md
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@ -7,7 +7,7 @@ The players live in a cyberpunk dystopia, but slowly discover and build alternat
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Late stage capitalism, everything is privatized. Cultural expression stagnates.
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Beginning Classes:
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Classes:
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* Wage Slaves: Most people are Wageslaves and do unnecessary bullshit for little money. Don't have much free time.
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* Unemployed Punks: don't get enough subsidies to pay the rent, have to do small daily jobs or become a squatter to survive
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* Corp Execs: plan the production of Wageslaves (keep as many as possible busy to get gov subsidies), develop corporate science (not sharable with other Execs)
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@ -15,10 +15,14 @@ Beginning Classes:
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* Politicians: Make policy as you wish - you can help Commoners, but you can also take their rights away. Give public jobs to Execs, or Commoners.
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* Commoners: Not a starting class, everyone starts as one of the other 4.
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The people already exist, have attributes, property, identity, running costs, and a daily life - Players randomly take over their lives when they spawn.
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Every person has a few friends, it varies and changes dynamically for NPCs. players only start as characters with at least one player friend.
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Only players can start alternative projects, but NPCs can join them and passively take part.
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Some are enemies, and if players spawn in them, they can choose to play villain or help the Commoners.
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The people already exist, have attributes, property, identity, running costs,
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and a daily life - Players randomly take over their lives when they spawn.
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Every person has a few friends, it varies and changes dynamically for NPCs.
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players only start as characters with at least one player friend.
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Only players can start alternative projects, but NPCs can join them and
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passively take part. Some are "enemies", and if players spawn in them, they
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can choose to play villain or help the Commoners.
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* You begin playing one day in corporate life
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* One day later you hear of collectives, somebody signs you up for the fediverse
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@ -37,12 +41,12 @@ One day lasts half an hour or so ingame.
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* 0200 begin of curfew
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* 0600 end of curfew
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Every charakter should sleep around 4-10 hours a day, else they suffer.
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The longer you sleep, the faster you can move by day.
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Players can read/chat in that time. There should be alarms to wake them up again.
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Every charakter should sleep around 4-10 hours a day, else they suffer. The
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longer you sleep, the faster you can move by day. Players can read/chat in
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that time. There should be alarms to wake them up again.
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If you aren't actively playing, your character just does their routine and sustains themself.
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They work just enough to pay their rent, not a bit more.
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If you aren't actively playing, your character just does their routine and
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sustains themself. They work just enough to pay their rent, not a bit more.
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# How you play
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@ -67,6 +71,7 @@ Producing
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* Something not entirely boring maybe? Minigames where you can get better with experience, but which are also diverse
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* Build, purchase or give away machines for automation, so you can quit doing that bullshit and start with other stuff
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* you can build networks which can sustain other new Commons projects. Just connect with people over mastodon.
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* Commoners Production minigames could include cooperation elements.
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* Surplus has negative consequences? Your avatar gets uglier? lol. taxes?
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* How do you get a market? Shopping infrastructure
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@ -106,12 +111,15 @@ Combat
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### Attributes
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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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Do we need attributes or is gameplay solvable by skill and experience only?
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Which is more fun. Maybe attributes promote specialization and inhibit trying
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out different work experiences.
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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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Everyone can take 2-3 hits until they go down. Depending on the weapon, they
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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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The less you slept last night, the slower you move. The more drugs you take,
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the faster you move.
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## Ingame economy
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@ -119,9 +127,9 @@ What is happening in the game and how can the players partake?
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### Sectors of Corporate production
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Each product has a different minigame.
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Wageslaves get employed permanently, and for 8h a day.
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Punks are employed only per daily basis, at different times and for 4h each.
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Each product has a different minigame. Wageslaves get employed permanently,
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and for 8h a day. Punks are employed only per daily basis, at different times
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and for 4h each.
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* Producing Food: mix the right ingredients, so tasty Soylent/Beer/other food types emerge.
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* Coder: arrange Code Snippets so they make sense, find bugs in code.
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@ -161,12 +169,12 @@ Punks are employed only per daily basis, at different times and for 4h each.
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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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* Distribute Flyers: walk through the city and give flyers to people
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### Crime
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Police control whether crime happens and pursue the perpetrators.
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People can also point out crime and get a small reward.
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Police control whether crime happens and pursue the perpetrators. People can
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also point out crime and get a small reward.
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* Shoplifting
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* Squatting
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@ -195,7 +203,8 @@ Organize Parties, Black Markets or Demonstrations
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### Infrastructure
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You can usually use existing infrastructure, until you build up own infrastructure - but it's expensive and helps the enemy.
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You can usually use existing infrastructure, until you build up own
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infrastructure - but it's expensive and helps the enemy.
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* Transport: busses and trains, later self-driving
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* Internet: rented flats have internet, you can build Freifunk
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@ -208,7 +217,8 @@ 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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When a society/company researches a certain module, a video explaining the
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progress is sent to each fakebook user.
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### Corporate Research Modules
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@ -251,6 +261,7 @@ Software
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* cryptoMSG
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* Blogs
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* Cryptocoin
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* A Game to promote solidary economies (very meta, but why not?)
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Hardware
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* open source PCs, Servers & Phones
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@ -280,21 +291,21 @@ Ecology
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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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When a policy is introduced, a video explaining the progress is sent to each
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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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At best, momentary, spontaneous coalitions have to be forged to pass a law.
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There is no ingame tool for permanent coalitions.
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Multiple political parties are competing for positions of power. At best,
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momentary, spontaneous coalitions have to be forged to pass a law. There is no
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ingame tool for permanent coalitions.
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senators can introduce laws and have additional rights.
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the parliament has to approve each law.
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24h pass until the vote takes place.
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senators can introduce laws and have additional rights. the parliament has to
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approve each law. 24h pass until the vote takes place.
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Everyone can candidate for an office, usually you found and join political parties though.
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To rise inside a political party, you have to win street credibility through activism.
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Everyone except refugees have voting rights.
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Everyone can candidate for an office, usually you found and join political
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parties though. To rise inside a political party, you have to win street
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credibility through activism. Everyone except refugees have voting rights.
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3 senators
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* have initiative right, can propose policy modules
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@ -305,9 +316,10 @@ Everyone except refugees have voting rights.
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* Senators need 2/3 by the parliament to get elected and tend to be moderate and compromising.
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* If parliament can't consent on new Senators, the old ones persist.
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parlament
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parliament
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* 50 members
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* no obligatory compliance / Koalitionszwang
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* no obligatory compliance (Koalitionszwang)
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* politicians get diets, a little higher than wage slaves' wage
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### Policy Modules
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@ -329,14 +341,16 @@ Security Policy:
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### Standard Political Parties
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The idea is that successful and well organized players form a forth party.
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This party can then ally alternately with the libdems and labour to pass policy.
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This party can then ally alternately with the libdems and labour to pass
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policy.
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Usually, on one topic, one traditional party is against it, another in favour of it, and one doesn't have a strong stance.
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Execs can start bribing or influencing the party with the weak stance to pass policy.
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(This is especially useful if Commoners are politically weak)
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Usually, on one topic, one traditional party is against it, another in favour
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of it, and one doesn't have a strong stance. Execs can start bribing or
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influencing the party with the weak stance to pass policy. (This is especially
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useful if Commoners are politically weak)
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Another interesting strategy would be to infiltrate the ChristM and use their votes to pass policy.
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Funny way to get a Senator position.
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Another interesting strategy would be to infiltrate the ChristM and use their
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votes to pass policy. Funny way to get a Senator position.
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Labour Party
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* Want full employment - we need to finance work places
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@ -370,25 +384,29 @@ Cyberpunk, Renaissance, and the Icarus myth.
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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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The myth could be transformation. How do we evolve. How can new structures of
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power and production take their space. What does this do to us, and how do
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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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Cyberpunk is a nice given, too, I think, because its popularity rises,
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proportionally to its realness. It fits very well to the criminal outcast
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topic, the technology factor, the mega corps, the Commoner's DIY culture. It
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provides very nice aesthetics, too, especially for the urban part and the
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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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Mushrooms are one of the most used organic ingredients since the big Climate
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Crisis. Mushrooms & Algae are the only ingredients left for food, often used
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for fabric, mattresses, and other organic products. Some mushrooms have
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exceeded their earlier limits of growth a lot, when so much dead organic
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material lay around for them to exploit. Since then some very big exemplars
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are standing around in nature. Mushrooms and Algae could be one day the
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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 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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Feudalism would be a nice driver for clothing and style. Also the hierarchies,
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the boundaries, the communities have some feudal implications (especially the
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rurals). Habermas talks about refeudalization in context of education chances
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- which are inherited more and more. Intellectual Wageslaves (Downtown Jobs)
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earn more than Factory Wageslaves, and they earn more than Punks.
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Parcellation of Souvereignty - different Polices in different quarters?
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The world is separated in several areas.
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@ -401,13 +419,14 @@ 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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Skyscrapers have bridges between them. They look a bit like strongholds maybe?
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Arrow slit windows. At the top are the penthouses, where the Execs reside.
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Each Exec owns a Skyscraper. Offices for non-industrial jobs are in the
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Skyscrapers: IT, journalism, marketing, censors, everything which is just
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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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For buying rare items, you have to go to Downtown's shopping centers. Security
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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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@ -427,11 +446,11 @@ Living Costs:
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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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The slums are mostly for dwelling, containers-4-rent make up most of the
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buildings. 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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(Except the players want to camp in the Slums ofc)
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There is not as much police here, so it's easier to squat here than in other
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areas. (Except the players want to camp in the Slums ofc)
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Living Costs:
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* A container-4-rent costs 2000€ a month.
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@ -441,7 +460,8 @@ Living Costs:
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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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The people are living in small huts, a mixture of them being quite old, some
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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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@ -452,7 +472,8 @@ Living Costs:
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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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Feudalist aesthetics could be used to enrich cyberpunk, It doesn't make that
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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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@ -465,41 +486,43 @@ Clothing
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### Mushrooms and the 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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The bees died out, something with pesticides killed most of the surviving
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plants. Soy deliveries died out, animals couldn't be fed anymore. Hunting
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lived up for a short time, until wildlife was pretty much extinct. The sea
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collapsed from trash, but several Algae species could be saved. Algae are
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cultivated in artificial tanks. Mushrooms are dwelling on the dead organic
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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 be domesticated.
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Mushrooms and Algae are next to steel and plastic the mostly used ingredients
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for everything. Animals are largely extinct, the last species live off
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mankind's trash and can not 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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Some people believe that our sins are responsible for the Climate Catastrophe
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and turn to god.
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There are several kinds of mushrooms, some are very stable, some formable (for fabric), some tasty.
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Buildings are built by putting spores to a foundation, adding nutrition - and waiting.
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More kinds of mushrooms can be cultivated.
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There are several kinds of mushrooms, some are very stable, some formable (for
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fabric), some tasty. Buildings are built by putting spores to a foundation,
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adding nutrition - and waiting. More kinds of mushrooms can be cultivated.
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All in all there is no lack of "industrial" resources, but rather of organic resources.
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All in all there is no lack of "industrial" resources, but rather of organic
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resources.
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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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Announces changes to the public. 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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Sings Songs against the Police which sell quite well. Expensive to employ, but
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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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Makes humanity responsible for Climate Crisis - punishment by god. Promotes
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that we need to turn to god - hard work can resolve our sins. Many uneducated
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are following him.
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## NPCs
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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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There is not a real goal in the game, not a real motivation yet. Is the fate
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of the character and their society interesting enough. depends on the
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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. 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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Everything else is related to this: subsystems of the game, roles, classes,
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minigames.
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### Ideas
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