outline: chapter 2
brainstorming the game
they quickly write down what they remember of what the fiery angel showed them, and the details of what happened to them on their quest. and the point of it all, and the riddle. they draw a map. they show the text message to their friends, they explain their experience, and they all get together to brainstorm a quantum videogame.
an open source game, so anyone can add modules and make modifications. a combined game that caters to everybody – a free to play, online, massively multiple, emergent, shooter, strategy, adventure, driving, non-violent, exploratory, role-playing party and puzzle game. the idea is for as many people to play the game as possible to achieve quantum critical mass.
money to run the game comes from quantum skimming of transaction fees and stock market activity worldwide, so who cares about income except to keep up appearances.
skills are learned by the player, rather than belonging to the avatar, and possessions don’t transfer between most levels, so there isn’t much to trade or sell.
a voluntary set of guidelines instead of rules governing players’ behavior. a game that rewards cooperation and inclusiveness, and where your own karma dishes out the punishment for your sins.
karma is a hidden tally of each character’s actions and the other players’ reactions. karma can be good or bad (plus or minus) points. possessions are positive in the level, but count as a negative when you change levels.
players have unlimited lives, and the more advanced ones can choose when and where and even who to be reborn as.
karma/health is directly connected to empathy, things done for others, and connection to other players. the karmic score is decreased by unkindness, abuse, cruelty, cheating, theft, violence, waste, selfishness. karma is returned directly and down the line by npcs, who treat the player in a like manner, and adjust the mission difficulty to reflect the karmic score. karma can be increased by learning your lesson, moderating your behavior, doing favors unasked, helping other players. under these conditions, karma bonuses can alter the fortunes of the player, sometimes thru agents from levels ! and !n.
places also have karma/health points which affect players both directly and subtly.
players’ avatars change to reflect their karma/health status, as well as their social/political/economic status. quantum skills are invisible. karma shows in the characters’ avatars.
connectedness is a measure of good karma. evil people/actions are isolated to the point where they have to be god. connected people get to share the powers and duties and burden of being a god. a lonely god is a crazy god.
players’ knowledge of quantum physics is developed by graduated exercises, starting with a review of classical and relativistic physics. the exercises are designed to produce quantum effects in the game that must be learned and practiced by the player, and your knowledge is tested before you go to the next level. these exercises teach all the principles they were shown in their vision.