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CONCEPT.md
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CONCEPT.md
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@ -3,7 +3,55 @@
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This is an open source MMORPG.
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The players live in a cyberpunk dystopia, but slowly discover and build alternatives to wageslave life.
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## Interface
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# Story
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Late stage capitalism, everything is privatized. Cultural expression stagnates.
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Beginning 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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* Police: Beat up demonstrations, catch ppl without tickets, enforce rules, use surveillance.
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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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* 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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* You can start to partake in such a collective (will u lose your job one day?)
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* You probably need to become criminal to get money to start first collectives - squatting, shoplifting, fare-dodging, bank robbery, hacking
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### One day in the game
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One day lasts half an hour or so ingame.
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* 0600 stores open
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* 0800 get up, lazy!
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* 1000 wageslaves' work starts
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* 1800 wageslaves' work ends
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* 2200 stores close
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* 0100 Public transport closes
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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 hours a day, else they suffer.
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Players can read/chat in that time. There should be alarms to wake them up again.
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Modules of starting character days, randomly chosen:
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* riding public transport
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* working
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* going to the store
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* surfing fuckbook
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* sleeping
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If you aren't actively playing, your character just does his routine and sustains himself.
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# How you play
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### Interface
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The Interface would be a browser:
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* one window displays the view of the player (ego-perspective, mini-games, information HUD)
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@ -11,7 +59,7 @@ The Interface would be a browser:
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* one window displays the fuckbook, ingame public social network + messenger.
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* other windows are used for links created in the game itself, maybe being displayed on wordpress instances.
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## Gameplay
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### Gameplay
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Players are not limited to one of these areas of gameplay.
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@ -61,53 +109,19 @@ Combat
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* Corporate Security Forces
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* Bank robbery
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# Story
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### Attributes
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Late stage capitalism, everything is privatized. Cultural expression stagnates.
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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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Beginning 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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* Police: Beat up demonstrations, catch ppl without tickets, enforce rules, use surveillance.
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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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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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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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# Ingame economy
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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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* You can start to partake in such a collective (will u lose your job one day?)
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* You probably need to become criminal to get money to start first collectives - squatting, shoplifting, fare-dodging, bank robbery, hacking
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What is happening in the game and how can the players partake?
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# One day in the game
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One day lasts half an hour or so ingame.
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* 0600 stores open
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* 0800 get up, lazy!
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* 1000 wageslaves' work starts
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* 1800 wageslaves' work ends
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* 2200 stores close
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* 0100 Public transport closes
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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 hours a day, else they suffer.
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Players can read/chat in that time. There should be alarms to wake them up again.
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Modules of starting character days, randomly chosen:
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* riding public transport
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* working
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* going to the store
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* surfing fuckbook
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* sleeping
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If you aren't actively playing, your character just does his routine and sustains himself.
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# Sectors of Wageslave production
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### Sectors of Wageslave production
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Each product has a different minigame. Wageslaves get employed permanently 8h, Punks only per daily basis, more flexible and 4h.
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* Producing Food: mix the right ingredients, so tasty Soylent/Beer/other food types emerge.
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@ -128,7 +142,7 @@ Each product has a different minigame. Wageslaves get employed permanently 8h, P
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* Police: use surveillance, beat and lock up perpetrators of crimes
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* Exec: move money from one investment to another to manage employees (production & infrastructure), research, and PR. Command Security.
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# Sectors of Commons production
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### Sectors of Commons production
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* Producing Food: mix the right ingredients, so tasty Soylent/Beer/other food types emerge.
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* Coding: arrange Code Snippets so they make sense, find bugs in code.
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@ -145,7 +159,7 @@ Each product has a different minigame. Wageslaves get employed permanently 8h, P
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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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# Crime
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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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@ -166,22 +180,14 @@ People can also point out crime and get a small reward.
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Policy can outlaw more actions, but can also legalize some.
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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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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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# Other Activities of Commoners
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### Other Activities of Commoners
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Organize Parties or Demonstrations
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* get a location
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* buy or steal necessary items
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* promote via flyers, emails, public posts
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# Infrastructure
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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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@ -191,17 +197,21 @@ You can usually use existing infrastructure, until you build up own infrastructu
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* Shops: stores, black markets, parties
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* Delivery: delivery guys, drones
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# Policy Modules
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# Research
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In which directions can the ingame society develop?
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### Policy Modules
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# Corporate Research Modules
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### Corporate Research Modules
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# Commons Research Modules
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### Commons Research Modules
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