diff --git a/CONCEPT.md b/CONCEPT.md index fe6f824..c1f507e 100644 --- a/CONCEPT.md +++ b/CONCEPT.md @@ -3,7 +3,55 @@ 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