Often human’s true mettle / character are tested in times of disaster or war. Desperation can bring out the best and worst in people. I’ve often wondered how life would be and how I would react in such a situation?
How do we accurately create a game to simulate this? Currently, people are seperated (anonymised) from the screen and virtual life has little relationship to real life.
In order to fix these 2 main problems, we first must create a virtual character which looks similar to the real person, perhaps by mapping a photo. Next, to create a stake / sense of worth of life, players will be made to pay a large sum of money (say, $2000 or 5% of their yearly income) to play. The money will be returned to them upon them completing the game alive. Players get 2 lives, but after 1 life they must be resuscitated to get the second life (somebody must save them).
The players will be placed in a environment such as:
1. Plane crash lost/survivor style
2. High damage Earthquake
3. War
with a limited amount of money. Similar to the game “the ship”, they will require rest, food, drink etc, which they have to buy, beg, steal etc. The objective is to get back to civilization and stay alive despite poor living conditions, lack of food, etc. A secondary and very important objective is to also find your friends in the virtual world and help them escape alive (if you dont bring friends from the real world, random ones will be assigned to you). A good physics engine will be needed to allow building of boats (to escape from the island) or shelters (in an earthquake) before players get rescued.
To reward greed, in-game money can be converted into real-game money at the end of the game, although at a lousy rate (this real money will be gotten from the people who die and forfeit their stake).
players would be expected to be doing things such as:
1. hoarding food
2. stealing money
3. rescuing people for reward
4. searching around for friends.
5. form a vigilante police force in the light of the lack of one
Each player is limited to playing each scenario once per stake.
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