470 lines
17 KiB
Markdown
470 lines
17 KiB
Markdown
# 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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## 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 fakebook
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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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* 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 fakebook, 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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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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* Build infrastructure for Commoners (Fediverse, Blogs, Organization Software, Mining cryptocoins, Freifunk Gateways)
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* Attack institutions - Metaspoiled, DDos, Sousveillance, Leaks, Ransomware
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Producing
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* Something not entirely boring maybe? Minigames where you can get better with experience, but which are also diverse
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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? Your avatar gets uglier? lol. taxes?
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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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* Network of Decision Makers you need to influence and where you can get to
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* Modules of Policy which help Commoners
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* Withstand privatisations
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Mobility
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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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* Alternative living projects
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* Squats
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* Wohnbaugenossenschaften
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Activism
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* Writing theory
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* Do Demonstrations
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* Talk with people
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* Information booths
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* Strike
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Combat
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* Nazis
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* Police
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* Machos?
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* Other forms of crime, which sink with further game progress?
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* Helping refugees flee?
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* Corporate Security Forces
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* Bank robbery
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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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Everyone can take 2-3 hits until they go down. Depending on the weapon, they die or go only unconscious for 1 hour.
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The less you slept last night, the slower you move. The more drugs you take, the faster you move.
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## Ingame economy
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What is happening in the game and how can the players partake?
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### Sectors of Corporate production
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Each product has a different minigame.
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Wageslaves get employed permanently, and for 8h a day.
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Punks are employed only per daily basis, at different times and for 4h each.
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* Producing Food: mix the right ingredients, so tasty Soylent/Beer/other food types emerge.
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* Coder: arrange Code Snippets so they make sense, find bugs in code.
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* Server setup: execute the right commands to setup a server in different environments. (Reality ftw!)
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* Server admin: scale services, click on wrong database entries.
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* Advertising: choose image snippets, place them nicely and think of a small slogan.
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* Doctor: treat illnesses.
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* Care: treat people who need your help.
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* Hardware: Completing puzzles of blueprints or small pieces to build functioning circuits -> new PCs, machines and weapons.
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* Journalist: 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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* Tailor: refine trash to cloth, puzzle it to more and more complicated clothing
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* Vendor: putting goods in the shelves, selling the goods (ppl will be glad when this gets automated), Vendors suffer from monopolization
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* Control Ads: rate Ads if they are nice, sort out malicious ones.
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* Censorship: review posts on fakebook, 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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* Police: use surveillance, beat and lock up perpetrators of crimes, undercover cops
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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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* Producing Food: mix the right ingredients, so tasty Soylent/Beer/other food types emerge.
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* Gardening: take care of plants, viable ecosystem
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* Coding: arrange Code Snippets so they make sense, find bugs in code.
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* Server setup: execute the right commands to setup a server for different purposes. (Reality ftw!)
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* Server admin: scale services, click on wrong database entries.
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* Hacking: find vulnerable targets and use metaspoiled to exploit them. Ransomware, Botnets, Leaks, Sousveillance...
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* Doctor: treat illnesses.
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* Care: treat people who need your help.
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* Hardware: Completing puzzles of blueprints or small pieces to build functioning circuits -> new PCs, machines and weapons.
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* Journalism: 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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* Tailor: refine mushrooms to cloth, puzzle it to more and more complicated clothing
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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 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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* Shoplifting
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* Squatting
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* Being on the streets between 0200 and 0600
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* Strike
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* Stealing water & electricity
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* Wrongly review Ads or Posts
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* Hacking
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* fare-dodging
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* Bank robbery
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* Steal at work
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* Distributing flyers
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* peacefully protest
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* violently protest
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* Drug consumption
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* using cryptocoins
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Policy can outlaw more actions, but can also legalize some.
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### Other Activities of Commoners
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Organize Parties, Black Markets 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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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 trains, later self-driving
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* Internet: rented flats have internet, you can build Freifunk
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* water/electricity: public service, private service, tapping them
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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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## Research
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In which directions can the ingame society develop?
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When a society/company researches a certain module, a video explaining the progress is sent to each fakebook user.
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### Corporate Research Modules
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Automation
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* Flying Drones
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* Self-Driving Cars
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* Self-Driving Trains
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* Food Machines
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* Vending Machines
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* Medical Bots
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* Physical Augmentations?
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Surveillance
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* Security Bots
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* Cameras
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* Tracking
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* Intercepting Communication
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Internet
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* Augmented Reality
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* Tailored Ads (improving buying efficiency)
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* Fakebook functions
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Ecology
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* Nuclear Energy
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* Fusion Reactor
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* Coal Energy
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* Solar Energy
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* Wind Energy
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* Hydroelectric Energy
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* Bioengineering
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### Commons Research Modules
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Software
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* Metaspoiled
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* Freifunk Firmware
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* Fediverse functions
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* cryptoMSG
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* Blogs
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* Cryptocoin
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Hardware
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* open source PCs, Servers & Phones
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* Flying Drones
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* Self-Driving Cars
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* Self-Driving Trains
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* Food Machines
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* Vending Machines
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* Medical Bots
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* Physical augmentations?
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Tools
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* Weapons
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* Pushcart
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* Armor
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* Buidlings out of mushrooms
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Ecology
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* Solar Energy
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* Wind Energy
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* Hydroelectric Energy
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* Synthetic Drugs (are sellable, improve individual performance and fun)
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* Bioengineering (use fast evolution to create more species diversity)
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## Politics
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The representative democracy can be more or less authoritarian.
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When a policy is introduced, a video explaining the progress is sent to each fakebook user.
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### Political System
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Multiple political parties are competing for positions of power.
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At best, momentary, spontaneous coalitions have to be forged to pass a law.
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There is no ingame tool for permanent coalitions.
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Everyone can candidate for an office, usually you found and join political parties though.
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Everyone except refugees have voting rights.
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### Policy Modules
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Economic Policy:
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* Shorter working hours
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* Universal Basic Income
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* Outlaw or legalize forms of production
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* Privatize or nationalize companies or infrastructures
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* Give subsidies for certain jobs
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* receive taxes
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* unemployement benefits
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Security Policy:
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* Outlaw or legalize crimes
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* Outlaw or legalize technology
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* Outlaw or legalize research
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## The Game World
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Cyberpunk dystopias can take many forms.
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Deus Ex - Human Revolution is so interesting, because they combined 3 ingredients in the world building:
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Cyberpunk, Renaissance, and the Icarus myth.
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(Source: https://www.develop-online.net/interview/the-cyberpunk-renaissance-designing-deus-ex-with-jonathan-jacques-bellet-te/0221492 )
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Combining very different things to fit together seems like a good idea to build an interesting world.
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The myth could be transformation.
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How do we evolve?
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How can new structures of power and production take their space?
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What does this do to us, and how do people in different contexts behave differently?
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Cyberpunk is a nice given, too, I think, because its popularity rises, proportionally to its realness.
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It fits very well to the criminal outcast topic, the technology factor, the mega corps, the Commoner's DIY culture.
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It provides very nice aesthetics, too, especially for the urban part and the contingency of corporeality.
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Mushrooms are one of the most used organic ingredients since the big Climate Crisis.
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Mushrooms & Algae are the only ingredients left for food, often used for fabric, mattresses, and other organic products.
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Some mushrooms have exceeded their earlier limits of growth a lot, when so much dead organic material lay around for them to exploit.
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Since then some very big exemplars are standing around in nature.
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Mushrooms and Algae could be one day the foundation of a new, directed evolution, which could ensure a new biodiversity.
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Feudalism would be a nice driver for clothing and style.
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Also as the hierarchies, the boundaries, the communities have some feudal implications (especially the rurals).
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Habermas talks about refeudalization in context of education chances - which are inherited more and more.
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Intellectual Wageslaves (Downtown Jobs) earn more than Factory Wageslaves, and they earn more than Punks.
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The world is separated in several areas.
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* Downtown: big skyscrapers, high tech, shopping centers, banks, offices, hospitals, penthouses, coffin hotels.
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* Industry: factories, stores, many workplaces, coffin hotels.
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* Slums: containers-4-rent, night clubs, stores, some old factory halls.
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* Rural: each village has a bus station, and someone usually sells food.
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It would be nice if people were required to travel a lot between them.
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#### Downtown
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Skyscrapers have bridges between them. They look a bit like strongholds maybe? Arrow slit windows?
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At the top are the penthouses, where the Execs reside. Each Exec owns a Skyscraper.
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Offices for non-industrial jobs are in the Skyscrapers:
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IT, journalism, marketing, censors, everything which is just sitting in front of a screen. Also Doctors and Nurses.
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For buying rare items, you have to go to Downtown's shopping centers.
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Security is tight, many people are here. Aesthetics resemble churches.
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Living Costs:
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* A coffin hotel costs 100€ a night.
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* Food costs 13€ a day.
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#### Industry
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Factories are located here. Some of them are abandoned.
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Most of the jobs are here.
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Living Costs:
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* A coffin hotel costs 100€ a night.
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* Food costs 7€ a day.
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#### Slums
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The factories in the Slums are all abandoned.
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The slums are mostly for dwelling, containers-4-rent make up most of the buildings.
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Stores supply the inhabitants, night clubs provide fun.
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There is not as much police here, so it's easier to squat here than in other areas.
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Living Costs:
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* A container-4-rent costs 2000€ a month.
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* Food costs 7€ a day.
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#### Rural
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Prevalence of using Mushrooms as food, building, and clothing material.
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The people are living in small huts, a mixture of them being quite old, some built off trash, some off mushrooms.
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Each village has a bus station, but not much more. Someone sells food.
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Living Costs:
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* You can buy a hut for 2500€?/space for 1 person, they are not rentable
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* You can buy space for building a hut 250€/space for 1 person
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* Food costs 13€ a day.
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### Feudalism
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Feudalist aesthetics could be used to enrich cyberpunk, It doesn't make that much sense to render feudal society to the game, though.
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Clothing
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* Hierarchy shows itself in Clothing
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* Rich or powerful people dare to wear more colorful clothing, modern aristocrats
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* Educated people are required to wear appropriate clothing (which poor can't afford) for work
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* generally: wide clothes with lots of drapes, belts, bags. look at aristocrat clothes!
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* Cloaks!
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* Police armor looks like knight's armor
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* Christian mindset experiences renaissance with Climate Catastrophe. Some wear clerical tonsures.
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### Climate Catastrophe
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The bees died out, something with pesticides killed most of the surviving plants.
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Soy deliveries died out, animals couldn't be fed anymore.
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Hunting lived up for a short time, until wildlife was pretty much extinct.
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The sea collapsed from trash, but several Algae species could be saved.
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Algae are cultivated in artificial tanks.
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Mushrooms are dwelling on the dead organic matter everywhere, and on dead algae.
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Mushrooms and Algae are next to steel and plastic the mostly used ingredients for everything.
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Animals are largely extinct, the last species live off mankind's trash and can not to be domesticated.
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Some people believe that our sins are responsible for the Climate Catastrophe and turn to god.
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### Characters
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#### Media Speaker
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Announces changes to the public.
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Generally is defending the status quo.
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#### Punk Band
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Sings Songs against the Police which sell quite well.
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Expensive to employ, but enhances every demonstration/party.
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#### Preacher
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Makes humanity responsible for Climate Crisis - punishment by god.
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Promotes that we need to turn to god - hard work can resolve our sins.
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Many uneducated are following him.
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## Criticism
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### Why do I play?
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There is not a real goal in the game, not a real motivation yet.
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Is the fate of the character and their society interesting enough?
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depends on the inscenation maybe.
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If Transformation of Capitalism is the goal - how can
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1. the single player have influence on this goal?
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2. have not enough influence to frustrate other players?
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Motivation arises from
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1. the interesting world
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2. the goal
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3. or the way of reaching it.
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Everything else is related to this: subsystems of the game, roles, classes, minigames.
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### yet to conceptualize
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universal snitch system
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