Unknown “The World”
Game Idea
Document version: 0.9
This document covers the initial “elevator proposal” ideas
and scope. There is a great deal that is not covered by this document such as technical
details or future development for after the game is in distribution.
Type of Game
The game will be free to play (F2P) and is based on the
follow mechanics:
- Crafting
- Looting
- User Generated Content
- “Heroes” and “Legends”
- Blockchain, Cryptocurrency,
and In-game Currency
Crafting
The crafting is not just a set list of creatable object and
quality grades but is a collections of creatable components that can be
assembled in an “open” way. Note: this is just a high-level description and a
detailed description of the crafting system is not in the scope of this
document.
Example: to create a rifle the player would have to first
acquire the technology for metallurgy for crafting the metal components,
optionally woodworking for any wood components such as the stock, basic
chemistry to craft the propellant, and a basic firearm design. The user can
then craft the components; note that each refined/manufactured component can be
crafted as an alloy which can add special qualities – example: making the
barrel component as an alloy that adds an electric charge to the bullet
providing additional electrical damage to the “hit”. The player can determine the size of the
components which is what would differentiate a rifle from a pistol (aka: barrel
length). The game will allow the player to attempt to combine components that
will have catastrophic failure because these can be useful in gameplay.
The crafting system will provide a basic base cosmetic
overlay that the player can customize.
Important: all crafted items are tracked through a blockchain
that additionally tracks the life of the crafted object in relation to. A
“rifle” is a “collection of crafted objects” allowing for the player to repair,
upgrade, replace, alter, and tune each part of the “rifle”. The “rifle” is also
tracked in the blockchain thereby tracking the history of the collection
allowing for crafters to see its history and replicate past versions by
reassembling the components (crafting these components as necessary). This
allows for:
- Components gain
“experience”
- This tracks the wear and
tear of the object and affects its durability
- Allows for disassembly of
a “collection” to reuse components in other collections (ex: disassemble
a rifle to use the barrel to make a new rifle collection)
- Collections (and their
subcomponents) gain “fame” for certain accomplishments
- The collection can
acquire “titles” – ex: “Wrecked Wrasckally Wabbits” for a rifle that has
killed 100 rabbits
- Certain “fame”
achievements provide “bonus”; note that some bonuses are tied to specific
subcomponents – ex: the “title” “Bearly Survived” given for killing a
bear using only a blade provides a bonus to speed with blade weapons and
is tied to the blade subcomponent; if the collection is disassembled and
the blade is used in another collection this “title” and bonus (since
they are tied to the blade subcomponent) transfer.
- Disassembled collections
are functionally deleted… sorta. Disassembling a collection and reassembly
with the same components doesn’t delete the component (and may confer
some benefit to either the player’s skills, the item, or both). Only when
the component is disassembled and meets specific criteria is it marked as
“deleted” (ex: the destruction of a majority of the components).
- Component crafting and
Collection assembly are different skills thereby allowing for crafters to
specialize
- ALL crafted items are in
the blockchain… and therefor are ALL technically “digital collectables”
- Allows for inter-player
transfer (for money or as gift); the “value” of the object will be reset
to zero upon gifting and with then accumulate value through use, this
will not change the accumulated titles or bonuses
Looting
The primary focus of the game will be PVE but will provide
for PVP engagements. Loot is based on inventory (players have limited “on body”
capacity) and damage. Example: a strongbox contains a valuable item (and the
strongbox is technically an item too) and the player can’t get past the lock
(either they don’t have the skill to defeat the lock or lack the time to do so)
and they can’t take the strongbox with them… so they decide to break into the
box with explosives, this destroys the strongbox and severely damages the items
with it (destroying some of the subcomponents of these items).
Loot able items can be resources (i.e.: wheat from a field),
components (i.e.: a bowstring from a bow collection), collections (i.e.: a
rifle)… and even a wagon (a collection… but a “large” collection).
PVE
PVE looting is straightforward looting with the variation
that the AI running the NPCs also will generate crafted objects and collections
(see ‘User Generated Content’ section for some additional info on this) and
these objects and collections also gain “experience” and “fame” (aka: you could
loot a NPC weapon that had killed 100 players and which had some “title” (maybe:
“Dream Killer”) and has a bonus affecting PVP). As with player crafted items,
all NPC crafted items are tracked by the blockchain.
NPCs will also loot and can therefore end up with player
crafted items… which can be in turn looted “back” by players.
PVP
PVP is either “arena” based or through “faction conflict”.
Arenas allow for PVP with the player’s paying the arena to
get into the competition and the arena posts a prize (either in-game currency
or a loot item (see ‘Heroes and Legends’ section for some additional info on
this)). Arenas also allow for player tournaments (see ‘User Generated Content’
section for some additional info on this).
Faction conflicts are predeclared conflicts for control of
specific game assets (i.e.: a mine). These conflicts are controlled through the
game NPC government and cost the factions a reasonable amount of game currency
to do (aka: the players pay for the right to fight over stuff). These conflicts
are also for a specific amount of time.
It will be allowed for “limited illicit PVP” where upon a
player or player group can attack other players but once the NPC Heroes find
out they will search for and “apply justice… firmly” to the offending
player(s). The victim may get some to all of what they lost… but as players
will have limited “on body” inventory this will only be a notable risk to those
that are transporting goods by wagon and the like. This means there will be
in-game employment for guards (both players and NPCs can hire or be hired - see
‘User Generated Content’ section for some additional info on this). As well, if
a player is on a faction/kingdom “bounty” board then players can attack those
players provided they abide by the bounty (aka: if it says “bring them in
alive” and a player kills them… they will themselves get on the bounty – though
the Heroes will likely ask such players to surrender before attacking).
User Generated Content
All “unique” player generated content will be tracked by
blockchain and be “digital collectable” items.
Player Generated Content
Businesses
Players can own shops (think stores), crafting stations
(think a smithy), farms, schools (think dojos), and even banks. Each of these
have a “space” where the owner can post a job (i.e.: “will pay 4000 gold for
10000 units of iron ore”; “sword lessons 1000 gold per level”).
Banks are special and can store items or currency for fee…
and are also locations where players can exchange in-game currency for the
game’s cryptocurrency (see the “Blockchain, Cryptocurrency, and In-game
Currency” section for more information). Banks are responsible for all goods
and currency stored and therefore liable if they are lost, destroyed or stolen
(and yeah… players can try bank heists). Most banks will have at least one Hero
there at all times to prevent the nefarious from stealing from the bank.
Banks can additionally act as auction houses with each bank
setting their own fee for the sales.
Husbandry
Users can breed the animals in the game with the goal of
breeding either unique animals or specialized subtypes that “breed true”. These
can be sold through the in-game businesses, though the unique will likely be
sold through auctions. (see the “Blockchain, Cryptocurrency, and In-game
Currency” section for more information)
Crafting
Like players that breed animals, crafters can craft unique
items (think high quality components that may contain very rare resources) and
create unique collections (think collections containing hard to acquire
components or unique collection designs). Crafters can sell their stuff with
the unique items being sold through auctions. (see the “Blockchain,
Cryptocurrency, and In-game Currency” section for more information)
User Generated Content
Quests and Stories
Real worlds users can generate their own in-game quests with
tools from the game creators/producers. These quests are accessible to the
players for a fee paid with in-game currency to the Real worlds users that
created the quest… with a small percentage going to the game
creators/producers. The tools for creating User Generated Content will be free.
Such user generated content can include quests that are
hours long in play and will be fully voiced (see the Skyrim modding community
for examples of fully voice story quests that are many hours in length).
Meta quests that combine multiple User Generated Content
quests but initially will be limited to content from the same user or the game
content.
AI
The game will provide and allow for users to create AI that
play the game. These will be known in the game as Heroes. These Heroes can be
hired by NPC and players alike to act as guards (i.e.: “guard the wagon for
this trip”, or “guard the workers as they go get such-and-such a resource”) or
for bounties.
Cosmetics
Cosmetics and vanity items can be created by users in a way
similar to crafting (there will be filtering for duplicate items to protect the
originator’s ownership). Such content can also be set at the time of
“publishing” as unique (aka: only this one exists) or not.
“Heroes” and “Legends”
Heroes
Heroes are unique NPC with “strong” AI and tracked by
blockchain. Heroes are the functional equivalent to Legends but are not
controlled by a player. It is possible for Real world users to get the right to
create an AI for controlling a Hero and these will get all the earnings the
Hero gets (with a percentage going to the game creators/producers). Heroes can
own in-game assets including digital collectables (aka: crafted items, unique
animals and cosmetics). All the benefits of being a Legend apply to Heroes as
well.
Legends
Legends are human players that have reached a certain level
of prestige and have become recognized by the kingdom/nation they are in as
Legends. Some of the benefits of being a Legend are:
- These players can create
their guilds and factions without the normal “player group” requirements
- All items that the Legend
uses gain “experience” and “fame” faster
- Player’s in a party gain
additional experience and fame faster
- Legends are shown a large
amount of respect by the NPCs
Blockchain, Cryptocurrency, and In-game Currency
Blockchain
Blockchain will be used to track all “digital collectables”
and for User account details that are public.
The blockchain will additional allow for transfer of the
“digital collectables” from one game to another that either uses the same
“type” of asset or that can “import/convert” the asset to the games format.
This allows for a rifle with the “Wrecked Wrasckally Wabbits” title to show up
in a game without rabbits or a unique horse to be converted to a unique car.
And it its more “base” considerations, the blockchain will
allow non-players to own and trade in game “digital collectables”… think a
stock broker that has a 3D printed dagger on his desk with the words “Bearly
Survived” on the stand.
Cryptocurrency, and In-game Currency
Cryptocurrency and the in-game currency are linked… tied
together… in a marriage from the nether reaches of forbidden places.
The relationship and balance between the cryptocurrency and the
in-game currency will require careful attention… though it may be that the
in-game currency ends up just being a case of smoke and mirrors to allow
players to more easily use in-game currency without having to cope with how a
sword costs $0.0000000187 instead of 100 gold (this is ONLY and example and not
a value statement).
Regardless, this cryptocurrency/in-game currency allows for:
- Players can earn in-game
currency and then transfer that to the real world
- Content creators to get
paid for players accessing their content in-game with real world value
- Non-players to buy “digital
collectibles” from players
Note: At this time there is no accessible way for people to
buy the cryptocurrency in the real world and transfer that value into the game.
This is to protect the value of items within the game and to prevent a “pay to
win” situation from developing.
Banks play a special place in the process of getting value
generated in the game to the real world. In order for a player to own a bank
they must have a cryptocurrency master node for it to be linked to. All master
nodes ownership will be controlled by the game creators/producers (technical
details to be determined at a later date). Basically, players that own banks
will have a reason to keep it secure, functional, etc… basically, they will ‘have
skin in the game’.
Cryptocurrency Mining
The game will be free to play for the following reason:
- The game will make money
on all transactions between the cryptocurrency and real world money
- The game will make money
on all transactions tracked through the blockchain with the exception of
user account public information; this includes:
- Digital collectibles
- User Generated Content
- The game client will
perform “light” crypto-mining
- This will be cited in the
game use documentation and this “light” crypto-mining will be used for both
the blockchain and the cryptocurrency
- It will be adjustable so
that a user/player can give up some game visual detail for more
crypto-mining which they will benefit
- Base “light” mining all
goes to the game
- All levels above this
result in the user/player getting 95% of the value generated (based on
current player base estimates)
- The game client will act
as a cryptocurrency wallet which will add to the development costs but
remove the hurdle of needing users/players to be able to set up a
cryptocurrency wallet and link it to their game account… etc; one possibility
is for the game to partner with a company like PayPal to reduce the
development costs
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