General principles

The core idea is a radically social and organic game world, within an engaging, disbelief-suspending setting. This has several corollaries:

  • NO RPG GIMMICKS. No stupid missions you have to do repeatedly to gain points, etc.

    • We want players to do actually meaningful creative activities.

    • Not lure them into some dopamine-generating loop.

  • Intensive, simulation-based procedural generation to "fill out" the world

  • Highly polycentric game infrastructure run by players

    • Implies: everything open-source, no "anti-cheat"

    • Implies: game mechanics must be designed around things like "aimbotting" being pervasive

  • "Single shard" persistent world

  • Detailed, handcrafted setting that nevertheless does not have a fixed storyline for the future

    • See: Kaiserreich HOI4 mod, which does this beautifully

  • Vast human-directed automation

    • Basic model: a hierarchical "chain of command" ending in some sort of in-game sovereign polity. Every node in the CoC can either be AI-controlled or human-controlled.

      • Orders are "mid-level", between grand strategy and RTS. HOI4 is again a good guide.

      • AI units will blindly follow orders, modulo their own algorithms' calculations of how best to reach the goal.

      • Humans see orders but may or may not follow them.

    • First reason: nobody wants to do manual labor in a game

    • Second reason: this fixes the false dichotomy between a rich, ordered world and a Second Life-style "real-life social media disguised as a RPG".

      • See: Distant Worlds

Last updated