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b3yond 2017-08-03 13:35:56 +02:00
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This is an open source MMORPG.
The players live in a cyberpunk dystopia, but slowly discover and build alternatives to wageslave life.
## Interface
# Story
Late stage capitalism, everything is privatized. Cultural expression stagnates.
Beginning 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)
* Police: Beat up demonstrations, catch ppl without tickets, enforce rules, use surveillance.
* 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.
* You begin playing one day in corporate life
* One day later you hear of collectives, somebody signs you up for the fediverse
* You can start to partake in such a collective (will u lose your job one day?)
* You probably need to become criminal to get money to start first collectives - squatting, shoplifting, fare-dodging, bank robbery, hacking
### One day in the game
One day lasts half an hour or so ingame.
* 0600 stores open
* 0800 get up, lazy!
* 1000 wageslaves' work starts
* 1800 wageslaves' work ends
* 2200 stores close
* 0100 Public transport closes
* 0200 begin of curfew
* 0600 end of curfew
Every charakter should sleep around 4 hours a day, else they suffer.
Players can read/chat in that time. There should be alarms to wake them up again.
Modules of starting character days, randomly chosen:
* riding public transport
* working
* going to the store
* surfing fuckbook
* sleeping
If you aren't actively playing, your character just does his routine and sustains himself.
# How you play
### Interface
The Interface would be a browser:
* one window displays the view of the player (ego-perspective, mini-games, information HUD)
@ -11,7 +59,7 @@ The Interface would be a browser:
* one window displays the fuckbook, ingame public social network + messenger.
* other windows are used for links created in the game itself, maybe being displayed on wordpress instances.
## Gameplay
### Gameplay
Players are not limited to one of these areas of gameplay.
@ -61,53 +109,19 @@ Combat
* Corporate Security Forces
* Bank robbery
# Story
### Attributes
Late stage capitalism, everything is privatized. Cultural expression stagnates.
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.
Beginning 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)
* Police: Beat up demonstrations, catch ppl without tickets, enforce rules, use surveillance.
* 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.
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.
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.
# Ingame economy
* You begin playing one day in corporate life
* One day later you hear of collectives, somebody signs you up for the fediverse
* You can start to partake in such a collective (will u lose your job one day?)
* You probably need to become criminal to get money to start first collectives - squatting, shoplifting, fare-dodging, bank robbery, hacking
What is happening in the game and how can the players partake?
# One day in the game
One day lasts half an hour or so ingame.
* 0600 stores open
* 0800 get up, lazy!
* 1000 wageslaves' work starts
* 1800 wageslaves' work ends
* 2200 stores close
* 0100 Public transport closes
* 0200 begin of curfew
* 0600 end of curfew
Every charakter should sleep around 4 hours a day, else they suffer.
Players can read/chat in that time. There should be alarms to wake them up again.
Modules of starting character days, randomly chosen:
* riding public transport
* working
* going to the store
* surfing fuckbook
* sleeping
If you aren't actively playing, your character just does his routine and sustains himself.
# Sectors of Wageslave production
### Sectors of Wageslave production
Each product has a different minigame. Wageslaves get employed permanently 8h, Punks only per daily basis, more flexible and 4h.
* Producing Food: mix the right ingredients, so tasty Soylent/Beer/other food types emerge.
@ -128,7 +142,7 @@ Each product has a different minigame. Wageslaves get employed permanently 8h, P
* Police: use surveillance, beat and lock up perpetrators of crimes
* Exec: move money from one investment to another to manage employees (production & infrastructure), research, and PR. Command Security.
# Sectors of Commons production
### Sectors of Commons production
* Producing Food: mix the right ingredients, so tasty Soylent/Beer/other food types emerge.
* Coding: arrange Code Snippets so they make sense, find bugs in code.
@ -145,7 +159,7 @@ Each product has a different minigame. Wageslaves get employed permanently 8h, P
* Bank robber: attack banks to steal money for projects to use
* Distribute Flyers: stand in the city and give flyers to people
# Crime
### Crime
Police control whether crime happens and pursue the perpetrators.
People can also point out crime and get a small reward.
@ -166,22 +180,14 @@ People can also point out crime and get a small reward.
Policy can outlaw more actions, but can also legalize some.
# 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.
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.
# Other Activities of Commoners
### Other Activities of Commoners
Organize Parties or Demonstrations
* get a location
* buy or steal necessary items
* promote via flyers, emails, public posts
# Infrastructure
### Infrastructure
You can usually use existing infrastructure, until you build up own infrastructure - but it's expensive and helps the enemy.
@ -191,17 +197,21 @@ You can usually use existing infrastructure, until you build up own infrastructu
* Shops: stores, black markets, parties
* Delivery: delivery guys, drones
# Policy Modules
# Research
In which directions can the ingame society develop?
### Policy Modules
# Corporate Research Modules
### Corporate Research Modules
# Commons Research Modules
### Commons Research Modules