diff --git a/CONCEPT.md b/CONCEPT.md index 5af1de4..3899b27 100644 --- a/CONCEPT.md +++ b/CONCEPT.md @@ -7,7 +7,7 @@ The players live in a cyberpunk dystopia, but slowly discover and build alternat Late stage capitalism, everything is privatized. Cultural expression stagnates. -Beginning Classes: +Classes: * Wage Slaves: Most people are Wageslaves and do unnecessary bullshit for little money. Don't have much free time. * Unemployed Punks: don't get enough subsidies to pay the rent, have to do small daily jobs or become a squatter to survive * 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) @@ -15,10 +15,14 @@ Beginning Classes: * 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. * Commoners: Not a starting class, everyone starts as one of the other 4. -The people already exist, have attributes, property, identity, running costs, and a daily life - Players randomly take over their lives when they spawn. -Every person has a few friends, it varies and changes dynamically for NPCs. players only start as characters with at least one player friend. -Only players can start alternative projects, but NPCs can join them and passively take part. -Some are enemies, and if players spawn in them, they can choose to play villain or help the Commoners. +The people already exist, have attributes, property, identity, running costs, +and a daily life - Players randomly take over their lives when they spawn. +Every person has a few friends, it varies and changes dynamically for NPCs. +players only start as characters with at least one player friend. + +Only players can start alternative projects, but NPCs can join them and +passively take part. Some are "enemies", and if players spawn in them, they +can choose to play villain or help the Commoners. * You begin playing one day in corporate life * One day later you hear of collectives, somebody signs you up for the fediverse @@ -37,12 +41,12 @@ One day lasts half an hour or so ingame. * 0200 begin of curfew * 0600 end of curfew -Every charakter should sleep around 4-10 hours a day, else they suffer. -The longer you sleep, the faster you can move by day. -Players can read/chat in that time. There should be alarms to wake them up again. +Every charakter should sleep around 4-10 hours a day, else they suffer. The +longer you sleep, the faster you can move by day. Players can read/chat in +that time. There should be alarms to wake them up again. -If you aren't actively playing, your character just does their routine and sustains themself. -They work just enough to pay their rent, not a bit more. +If you aren't actively playing, your character just does their routine and +sustains themself. They work just enough to pay their rent, not a bit more. # How you play @@ -67,6 +71,7 @@ Producing * Something not entirely boring maybe? Minigames where you can get better with experience, but which are also diverse * Build, purchase or give away machines for automation, so you can quit doing that bullshit and start with other stuff * you can build networks which can sustain other new Commons projects. Just connect with people over mastodon. +* Commoners Production minigames could include cooperation elements. * Surplus has negative consequences? Your avatar gets uglier? lol. taxes? * How do you get a market? Shopping infrastructure @@ -106,12 +111,15 @@ Combat ### Attributes -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. +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. -Everyone can take 2-3 hits until they go down. Depending on the weapon, they die or go only unconscious for 1 hour. +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. +The less you slept last night, the slower you move. The more drugs you take, +the faster you move. ## Ingame economy @@ -119,9 +127,9 @@ What is happening in the game and how can the players partake? ### Sectors of Corporate production -Each product has a different minigame. -Wageslaves get employed permanently, and for 8h a day. -Punks are employed only per daily basis, at different times and for 4h each. +Each product has a different minigame. Wageslaves get employed permanently, +and for 8h a day. Punks are employed only per daily basis, at different times +and for 4h each. * Producing Food: mix the right ingredients, so tasty Soylent/Beer/other food types emerge. * Coder: arrange Code Snippets so they make sense, find bugs in code. @@ -161,12 +169,12 @@ Punks are employed only per daily basis, at different times and for 4h each. * 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 +* Distribute Flyers: walk through the city and give flyers to people ### Crime -Police control whether crime happens and pursue the perpetrators. -People can also point out crime and get a small reward. +Police control whether crime happens and pursue the perpetrators. People can +also point out crime and get a small reward. * Shoplifting * Squatting @@ -195,7 +203,8 @@ Organize Parties, Black Markets or Demonstrations ### Infrastructure -You can usually use existing infrastructure, until you build up own infrastructure - but it's expensive and helps the enemy. +You can usually use existing infrastructure, until you build up own +infrastructure - but it's expensive and helps the enemy. * Transport: busses and trains, later self-driving * Internet: rented flats have internet, you can build Freifunk @@ -208,7 +217,8 @@ 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. +When a society/company researches a certain module, a video explaining the +progress is sent to each fakebook user. ### Corporate Research Modules @@ -251,6 +261,7 @@ Software * cryptoMSG * Blogs * Cryptocoin +* A Game to promote solidary economies (very meta, but why not?) Hardware * open source PCs, Servers & Phones @@ -280,21 +291,21 @@ Ecology 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. +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. -At best, momentary, spontaneous coalitions have to be forged to pass a law. -There is no ingame tool for permanent coalitions. +Multiple political parties are competing for positions of power. At best, +momentary, spontaneous coalitions have to be forged to pass a law. There is no +ingame tool for permanent coalitions. -senators can introduce laws and have additional rights. -the parliament has to approve each law. -24h pass until the vote takes place. +senators can introduce laws and have additional rights. the parliament has to +approve each law. 24h pass until the vote takes place. -Everyone can candidate for an office, usually you found and join political parties though. -To rise inside a political party, you have to win street credibility through activism. -Everyone except refugees have voting rights. +Everyone can candidate for an office, usually you found and join political +parties though. To rise inside a political party, you have to win street +credibility through activism. Everyone except refugees have voting rights. 3 senators * have initiative right, can propose policy modules @@ -305,9 +316,10 @@ Everyone except refugees have voting rights. * Senators need 2/3 by the parliament to get elected and tend to be moderate and compromising. * If parliament can't consent on new Senators, the old ones persist. -parlament +parliament * 50 members -* no obligatory compliance / Koalitionszwang +* no obligatory compliance (Koalitionszwang) +* politicians get diets, a little higher than wage slaves' wage ### Policy Modules @@ -329,14 +341,16 @@ Security Policy: ### Standard Political Parties The idea is that successful and well organized players form a forth party. -This party can then ally alternately with the libdems and labour to pass policy. +This party can then ally alternately with the libdems and labour to pass +policy. -Usually, on one topic, one traditional party is against it, another in favour of it, and one doesn't have a strong stance. -Execs can start bribing or influencing the party with the weak stance to pass policy. -(This is especially useful if Commoners are politically weak) +Usually, on one topic, one traditional party is against it, another in favour +of it, and one doesn't have a strong stance. Execs can start bribing or +influencing the party with the weak stance to pass policy. (This is especially +useful if Commoners are politically weak) -Another interesting strategy would be to infiltrate the ChristM and use their votes to pass policy. -Funny way to get a Senator position. +Another interesting strategy would be to infiltrate the ChristM and use their +votes to pass policy. Funny way to get a Senator position. Labour Party * Want full employment - we need to finance work places @@ -370,25 +384,29 @@ Cyberpunk, Renaissance, and the Icarus myth. 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? +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. +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. +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 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. +Feudalism would be a nice driver for clothing and style. Also 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. Parcellation of Souvereignty - different Polices in different quarters? The world is separated in several areas. @@ -401,13 +419,14 @@ 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. +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. +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. @@ -427,11 +446,11 @@ Living Costs: 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. +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. -(Except the players want to camp in the Slums ofc) +There is not as much police here, so it's easier to squat here than in other +areas. (Except the players want to camp in the Slums ofc) Living Costs: * A container-4-rent costs 2000€ a month. @@ -441,7 +460,8 @@ Living Costs: 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. +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. @@ -452,7 +472,8 @@ Living Costs: ### Feudalism -Feudalist aesthetics could be used to enrich cyberpunk, It doesn't make that much sense to render feudal society to the game, though. +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 @@ -465,41 +486,43 @@ Clothing ### Mushrooms and the 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. +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 be domesticated. +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 be domesticated. -Some people believe that our sins are responsible for the Climate Catastrophe and turn to god. +Some people believe that our sins are responsible for the Climate Catastrophe +and turn to god. -There are several kinds of mushrooms, some are very stable, some formable (for fabric), some tasty. -Buildings are built by putting spores to a foundation, adding nutrition - and waiting. -More kinds of mushrooms can be cultivated. +There are several kinds of mushrooms, some are very stable, some formable (for +fabric), some tasty. Buildings are built by putting spores to a foundation, +adding nutrition - and waiting. More kinds of mushrooms can be cultivated. -All in all there is no lack of "industrial" resources, but rather of organic resources. +All in all there is no lack of "industrial" resources, but rather of organic +resources. ### Characters #### Media Speaker -Announces changes to the public. -Generally is defending the status quo. +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. +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. +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. ## NPCs @@ -547,9 +570,9 @@ These depend on where your life modules lie and with which people they coincide. ### 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. +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? @@ -560,7 +583,8 @@ Motivation arises from 2. the goal 3. or the way of reaching it. -Everything else is related to this: subsystems of the game, roles, classes, minigames. +Everything else is related to this: subsystems of the game, roles, classes, +minigames. ### Ideas