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Just an idea that a friend and I have come up with:
Goal/Purpose: Build a RPG like system for everyday tasks and events, for organizational and motivational purposes.
How: In Microsoft Visio, Flash, a custom program, or even textpad, build a functional system of rules, events, regulations, rewards, milestones, and goals that closes models everyday events and tasks.
Concept: There are several vital design concepts that will be implemented: 1 - Experience/levels: Level will be capped at 100. It should be noted that a level of 100 is only reachable by ONE person at any time in history, and all subsequent lower levels are relative to that perfect level 100 human being. E.g., when that level 100 person dies, the next person of level 99.999999 becomes the new level 100 and thus the level 100 standard. Achievements in life, tasks requiring willpower, milestones accomplished, etc. will all be assigned standardized experience points that contribute to level ups.
2 - Realism: it must be stressed that this is not a game concept/design system, rather the goal is to model everything as closely to real life as possible, encompassing a wide range of target "players" of various age, ethnicity, educational backgrounds, etc. With that said, it IS a big deal for every level gained, as new levels will achieve two main purposes: 1. new perks/rewards will be issued for every x level ups, and 2. levels are not arbitrary, there levels are good indicators of real progress in terms of real-world success.
3. Progress/Starting points: as life is not fair, i.e., you are born a son to a billionaire or a coal-miner in China, not everyone will get the same head start. Therefore, there will be a comprehensive "character choice" system that will get perfected as progress/design of this life MMO moves forward, which will realistically model the starting characters of every "player". In other more understandable words, picture this: as mentioned above, it might only take 10 hours of willpower-driven tasks for the 16-year-old son of Bill Gates of gain 8000 experience points and gain a level, but in comparison it is going to take 100 hours of the same tasks/effort for the 16-year-old son of a coal-miner to gain 8000 experience points and gain a level. Furthermore, IQ and other standard measures of a person's likelihood of success will be factored into the character "selection" (more accurately, character DETERMINATION) portion of the "game" in order to keep a more accurate track of exp. gained / hour ratio.
4. It is not a simple task by any means. On the contrary, I am most likely to fail at my attempt, as real-life variables and personal constraints (money, time, my own IQ/EQ limitations, my hot GF who needs a certain level of attention/wealth in order to trade sex/love with) will probably cause failure and the death of this project. I have put a great deal of thoughts into this project, first coming up with the concept around 4 years ago when I was 16, and adding to it in a Microsoft Visio project ever since. But I am an optimist and immensely hopeful, and I believe I could model at least a semi-accurate version of the "game" eventually. Of course it won't 100% accurately model "life", or even come close to even 20% for that matter, however it will be close enough that it will be a satisfactory system that will fulfill its organizational and motivational purposes.
5. This is the first time that I'm sharing this concept with the outside world, before this post this entire concept has just been sitting on my hard drive in a Visio file collecting dust. So any feedback/suggestions are VERY MUCH APPRECIATED, I need all the help I can get in this project.
Lastly, I would like to enlist the help of intelligent fellow TL members in developing this project, as just recently have I had the time to work on it more seriously. So far I have several flowcharts drafted in Visio, a few PDFs outlining the major concept, a master word/visio file to document my entire process, and a few flash concept maps to help me organize everything in this massively complex endeavor.
6. This is just a brief summary, much more detail has been documented and thought out. This is going to be the start of something phenomenal, you heard it from me and on TL first
If you would like to help, please shoot me a PM, I have several fragmented tasks that you could address along with major design concepts that need some serious overhaul.
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My first reaction is that I don't understand why this is fun.
Why would someone want to play this game instead of attempting to succeed at their own real life?
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I dont mean to sound like a downer, but it just doesn't sound at all like fun. You don't play games to play life, you play games for the fun/epicness/challenge etc.
Unless you like the Sims -.-.
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On March 11 2010 12:15 Random_0 wrote: My first reaction is that I don't understand why this is fun.
Why would someone want to play this game instead of attempting to succeed at their own real life?
Because it is the first step to achieving success.
Refer back to the purpose of this game; it is for fun, but rather for the vitally important organizational/motivational purpose in life.
Think back to how many times you've trying to make separate plans in the past: be it study plans, fitness plans, money goals, etc etc. They've all failed due to lack of consistent update/attention. Where that has failed, this will fulfill two functions - organization, and more importantly, information (just by using the MMO, many life-winning knowledge can be gained, e.g., guides on how to buy a computer, how to improve memory, how to become more social, etc). Sure all this information can be found through simple google searches, but do you know which search terms to use? This will be a platform that gathers as many of these immensely useful knowledge.
Hope that clears up some things.
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If it's for motivation/organization, wouldn't it be more effective (if you're an MMO-inclined individual) to assign experience and bonuses to real and assign yourself levels and prizes based on that? Like, hey I did the dishes, +5 experience, hey I filled out a job application, I gain some ice cream.
Then the positive effects happen in real life and not imaginary life. (Maybe I misunderstood the point of the project.)
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On March 11 2010 12:46 Djabanete wrote: If it's for motivation/organization, wouldn't it be more effective (if you're an MMO-inclined individual) to assign experience and bonuses to real and assign yourself levels and prizes based on that? Like, hey I did the dishes, +5 experience, hey I filled out a job application, I gain some ice cream.
Then the positive effects happen in real life and not imaginary life. (Maybe I misunderstood the point of the project.)
Exactly. That's what I'm trying to accomplish.
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first, i think this is really silly.
but i think it could still work--to a certain extent. making life more like a game is a great idea. granted, i think that there are a lot better "systems" out there to assist your productivity, but there's sometimes a lot of value in how something is framed, and if this appeals to your sentiments why not?
however, that said, here's some feedback. long term wse, i don't think it can be used or taken seriously by any intelligent person who has their wits about them because it just doesn't allow true optimal experience. life is immensely more complex than a system like this can adequately account for. attempting to accommodate a system to that complexity will only result in a grossly simplified representation of life. i really like the vision and intention of this but it feels like i'd just be putting a buffer between myself and life. a buffer gives you some benefits, but it also takes away others; it's like training wheels.
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make a pokemon mmo instead
i'll give you all my money
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10387 Posts
On March 11 2010 13:27 Crunchums wrote: make a pokemon mmo instead
i'll give you all my money Yes, this would be fucking awesomer
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There already is an educational game that's similar to this, though they had different design objectives in mind:
Real Lives
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On March 11 2010 13:29 ArvickHero wrote:Show nested quote +On March 11 2010 13:27 Crunchums wrote: make a pokemon mmo instead
i'll give you all my money Yes, this would be fucking awesomer i fully support a pokemon mmo.
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why not just write a huge guide - as many people will only apply certain pieces of your "game" , and instead of wading through a lot of generalities they don't need/already know, they can just look through the guide and see what benefits them most. if you just want to create your mmo project for whatever reason, something that sounds similar to this is the TL manpower thread- http://www.teamliquid.net/forum/viewmessage.php?topic_id=84245 I'm sure you can get a lot of information for your MMO there.
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Good luck with your project!
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You say this MMO will not be fair, but who decides which people get to channel, and how much? Is this something that is decided when the character is created, or once they reach channeling age? Personally, i'd prefer to be good with fire and spirit... though i'd take whatever the wheel of time spun out for me.
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On March 11 2010 13:50 xDark.Carnivalx wrote:Show nested quote +On March 11 2010 13:29 ArvickHero wrote:On March 11 2010 13:27 Crunchums wrote: make a pokemon mmo instead
i'll give you all my money Yes, this would be fucking awesomer i fully support a pokemon mmo. Pokemon MMO would be sweet as hell~
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Snet
United States3573 Posts
The only reason MMO's are fun is because you don't have to think, you just run around killing stuff for exp and loot which is all automatic and fun. If I had to keep track of it all myself, I would go crazy. Plus, I don't think someone with motivational problems will go through the effort of understanding and following the guidelines of your MMO.
Good luck though.
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