added readme, further developed the concept
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# Solidarity Economy - as a game
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# The Concept
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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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# Gameplay
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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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* one window displays a mastodon instance which displays the ingame fediverse, but also connects to IRL fediverses,
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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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You are not limited to one of these areas of 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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Hacking
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* Science tree - developing FLOSS software for production, malware, defense, social/blogs, encryption, automation, cryptocoins, freifunk firmware
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@ -16,7 +25,7 @@ Producing
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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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* How can you build networks which can sustain others?
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* Surplus has negative consequences?
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* How do you get a market?
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* How do you get a market? Shopping infrastructure
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Politics
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* Demonstrations build Pressure you can use as political currency
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@ -25,9 +34,10 @@ Politics
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* Withstand privatisations
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Mobility
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* Schwarzfahren
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* Fare dodging
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* Finally establishing own Infrastructures
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* Policy helps a lot
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* Automation introduces self-driving trains & cars at some point
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Housing
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* Rent a standardized container
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@ -71,7 +81,7 @@ Some are enemies, and if players spawn in them, they can choose to play villain
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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
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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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@ -85,7 +95,17 @@ 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 hours a day, else they suffer. Players can read/chat in that time.
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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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@ -100,6 +120,8 @@ Each product has a different minigame. Wageslaves get employed permanently 8h, P
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* Writing: arrange nonsense texts so the right conjunctions meet up.
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* Busdriver: Drive from station to station, control tickets
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* Truckdriver: Drive from station to station, load and unload cargo
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* Delivery: bringing packages to houses
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* Vendor: putting goods in the shelves, selling the goods (ppl will be glad when this gets automated)
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* Control Ads: rate Ads if they are nice, sort out malicious ones.
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* Censorship: review posts on fuckbook, posts are double-checked
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* Security: Control the documents of people coming in (papers please?), beat them up if they aren't allowed to be here
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@ -118,13 +140,14 @@ Each product has a different minigame. Wageslaves get employed permanently 8h, P
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* Writing: arrange nonsense texts so the right conjunctions meet up.
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* Busdriver: Drive from station to station, control tickets
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* Truckdriver: Drive from station to station, load and unload cargo
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* Delivery: bringing packages to houses
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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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# Crime
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Police control if crime happens and pursue the perpetrators.
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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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* Shoplift
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@ -140,7 +163,8 @@ People can also point out crime and get a small reward.
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* peacefully protest
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* violently protest
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* Drug consumption
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* and whatever else is outlawed or legalized.
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Policy can outlaw more actions, but can also legalize some.
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# Attributes
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@ -148,7 +172,7 @@ Do we need attributes or is gameplay solvable by skill and experience only? Whic
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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 alter this too much, though.
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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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@ -161,7 +185,25 @@ Organize Parties or Demonstrations
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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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* Transport: busses and self-driving trains
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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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* Logistics: pushcarts, trucks and self-driving trains
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* Shops: stores,
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* Logistics: pushcarts, trucks and trains, later self-driving
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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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# Corporate Research Modules
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# Commons Research Modules
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