Thursday, 6 December 2012

Frequently Asked Questions


I just need to thank everyone for their participation this past weekend in getting the word out on the Universe Project, it has indeed been a crazy ride! Because of all of you, the video got nearly 100,000 views and almost 6000 signups within the first 24 hours. Well done indeed!

I need to address an issue people have been having regarding their referrals. First of all, your referrals are working! I can see the database is full of referrals and every person that I've individually checked had all their referrals intact. The only problem is that you cannot view your referral count yourself. This problem will be rectified in the future. I'm working with the launchrock.com guys to get that issue sorted out.

To watch the video about the game, go to http://universeprojects.com

You can also find us on Facebook, Twitter, YouTube, and the Universe Project Community Forum.

Is there permanent death in the game?

There will likely be two modes available to players -- permanent-death and non-permanent-death. There are a few suggested systems for balancing the two player types in the same world. The top runner is a system where players who choose the "perma-death" option, would see accelerated character improvement. This means that players who don't choose permanent death will take longer to advance the strengths of their character, but they would eventually hit the same level. There would be a time and place for both styles.
Additionally, if a perma-death character is killed, but he was part of a strong social support system. His new character could very well get all his "stuff" back, except for physical attributes that are earned.
Both systems will be tested together and at some point, testing will likely take place with perma-death-only. There is quite a bit invested in a character in this game, more so than other games. Especially when a character makes a new discovery or invention, it could be like winning the lottery in some rare cases. Of course, these discoveries/inventions can be passed on to other characters which would make it less disastrous to be killed.


Will a character die from old age?

As the character ages, it will be more difficult to maintain certain physical attributes while intellectual attributes remain. The character will never die from old age though. But there will certainly be some semblance a "prime" age in a character's life, but it will be less extreme when compared to real life.

But I think a game about life is boring...

Everyone plays games for different reasons because everyone gets a kick out of different things in life. There's no reason why one game can't satisfy all, and the best way to accomplish that is by creating a game based on the one environment we know _can_ be enjoyed by all personality types -- real life. Of course, not that everyone _does_ enjoy life, those who generally dislike everything have other issues and probably wont like this game either. :p

The game will be interesting and fun to play because it plays on our most fundamental human desires.
  • To create/invent
  • To acquire wealth
  • To socialize
  • To help others
  • To acquire fame
  • To explore new things/environments and learn
  • To conquer and compete with others
  • To create and enforce law and order

The majority of us enjoy one or more of the things in this list, a lot. To the point where it could be classified as a human need once our basic needs are met (being able to eat, drink, breath, have shelter..etc). So to answer the question of how will the game be fun? It depends on your fundamental motivational tastes.

But these things are fun in real life, not in a game!

Computer games can't always deliver the satisfaction we desire from accomplishing the goals mentioned above because there is the sense that it's "not real", it's "just a game". Most of the games we play now result in in-game points that have very little value compared to the results of accomplishment in real-life. But the Universe Project won't suffer from this kind of irrelevance. Nearly anything you do in the game will have a real impact on other players in the present and future. The game itself is a simulation of human civilization, created by the players themselves. Even if all you want to do is grow some food Farmville style, your crops will go to other players who need it to eat and survive, so they can go off and do what _they_ want to do in the game, without worrying about food. There is much more value in this game and in the actions you take because it affects other players in a way few other mainstream games have managed to accomplish. 

But what you're proposing is impossible! You would need 1 million servers and 1 million man-hours to make it! HOAX!

This seems to be the most popular misconception about the project. People seem to think we're proposing to literally re-create the universe at the molecular level, or something similar. The game is a simulation of humanity, the way we generally perceive actions, results, and requirements. A player's character needs to know how to make something before he can go about doing it. Characters learn skills, be crafting a hammer, a bow, some boots, or even martial arts. Characters learn skills the same way we do in real life, they are either taught it by another character, or they come up with an idea, and develop the skill until it is usable and re-producible. 
As for the the millions of servers, every time you play Minecraft, you're playing in an infinite world, and yet it is generated on a single computer. It will be a feat to scale the game to be able to handle millions of players, but its the player count that will determine how much we need to scale the infrastructure, not the size of the world. 
Finally, regarding the millions of man-hours to create the game. It's not as difficult as you might think. To begin with, there is no need to create every permunation of skill available in the world today for the first release. Skills will be added to the game over time (years even). Players wont even notice when new skills are added to the game because they will be discovering new skills arbitrarily. As far as they are concerned, they wont even notice when there is a new release (unless the UI changes or there are gameplay tweaks).  There is no need to get all the content into the game at once, players will have enough to do even with a very small fraction of what is planned. 
People are also saying that it takes hundreds of developers/artists years to create even a tiny fraction of the game world we're claiming to be capable of creating (like assassin's creed, or grand theft auto). But remember, the artists are creating a word that resembles our own. We're simply creating a world full of plant-life and animals. There is no human infrastructure whatsoever. The players create the infrastructure, and yes, it will take a million man-hours to do so, but imagine what a million players could do in an hour.

Will there be real money transactions?

Yes, there will. And the very first thing people tend to think is that this will break the game. The real money transactions will only be for goods or services purchased from another real player. The other player will have had to acquire the goods or perform the services the old fashioned way. There will be no such thing as buying goods "out of thin air" to gain an advantage over other players. Furthermore, there will be no "global auction house". Transactions happen in-person, 1 on 1. Furthermore, there is no reason why anyone "needs" to use real money, and if you opt to not use real money, there is no loss for you. Depending on the reason why you play, you might even have a better game experience. Those who don't use real money also stand a good chance of making money in the game from those two do.

What about all the "gold farmers"! They'll break the game!

Let them! Those who want to farm to make money make it so other players don't have to and it allows them to buy materials for cheap to create their civilizations. The economy in the game will be based on the local needs and supplies of the players. Inflation wont be a problem, it will be a natural part of the game. If you have too much of one resource, then ship it off to some other location in the world that would pay a high price for the same resource.

How will time progress? Are the first people in the game going to be playing in a primitive era, and people who join later on (2+ years down the line) playing in a high tech future world?

Yes, essentially. Although "high-tech" likely wouldn't happen for more like 10 years, maybe more. And if you think that is a long time, consider how long we've been getting expansions for World of Warcraft.

Will there be wars or large scale battles?

Mechanics would be in place to assist with the organizing of players to make large scale wars possible. Wars at the beginning, before technology advances, will be somewhat awkward though, since communication and transportation is limited (not unlike war in ancient times).

The video offers no indication that you're capable of making something like this. How can we know that you're capable of it?

You're right, the purpose of the video is to garner interest in the concept while the game is still in development. We're releasing this video as a means to find those interested in such a game early so that when we have something more to show in a year or so, we'll be in a much better position. By itself, it does nothing to prove that we're capable of creating such a game. As development continues, we will be revealing more about the game as well as a semi-public technical proof-of-concept that will prove that it really can be done, and that we're capable of doing it. 
We truly believe the time is now for this type of game. Only now is there the perfect storm of technology coming together to enable a game of this magnitude. Let our work be the indicator as to whether or not our vision is the right one.

Will it be possible to setup an empire? Will there be politics?

Yes, politics and government will play a very important role in ensuring safety. There will be game mechanics put in place specifically to manage that aspect.

If you are the leader of an Empire/Tribe and you are killed/usurped, does that person then take control of that Empire?

Not necessarily, the same rules would apply as they apply in real life, you need to get control of key players or the people before you have control over everything. There will be no "handing" control over like in other games, it would have to be acquired in a logical way, the way you might expect to take control of something in real life. The same goes for many of the other aspects of people control. There will be no "faking it" that games of today tend to do. If you want to get something of this magnitude done, you'll have to go through the same steps as you would in real life. Remember, there are no NPCs. These are real people you are attempting to assume control over. It is probably best that you get them to like you first.

What will the game look like?

Top view, Isometric (Diablo style), and later fully 3D first person. All three game styles will be playable together during the transition to 3D so the world doesn't have to be fragmented. Here are two concept screenshots from the most recent graphics version...
Isometric view. Landscape will appear to be 3D in this view.
The actual technical Html5 demo has the 3D terrain.

Top-down view (for slower devices). Landscape is still sloped but you can't see it. This mode
will be reserved for slower devices that have a hard time rendering the isometric view.

The fully 3D version will come after the game has been released at which point more funding will be available to do it right. 3D is actually easier to manage, with 2D graphics, you have to rely on tricks to make it look seamless, so the move to 3D is an inevitable one.
3D clients will have the option to continue with the top-down view or first person (whatever the player is more comfortable with). This will allow players who are not comfortable with the first-person mode to play the game easily.

What about marriage? Could you 'adopt' a child character and raise it? How do these characters develop? 

Actually yes, raising a child will be implemented (but some experimentation will be required to see how well the system is accepted as it would be something new for everyone). Certain bonuses to your character will be attained by being "born" into the game as a child. This would also be one way to join your friends and their clan/group/guild.


Is it a leveling system or an age based system?

It is definitely not a traditional leveling based system, age comes into play and learning is modeled after the human experience; doing something over and over again makes you better, doing something similar will make you better at other things that are related.

But the game world will be so huge! No one will ever see each other.

Earth didn't always have billions and billions of people on it. People stick together because they need each other. Humans are strong because they act as a group, not as individuals. The same will go for this game. People will start near each other, and in many cases, near their friends so they can play together. It is certainly possible to play the game by yourself in your own corner of the world though, which would be very interesting indeed...a subculture somewhere on an island, not exposed to the main land, and having to come up with their own technology. I'm sure it will happen.

What about the time scale? Will an in-game hour last a real-life hour?

Walking about will be 1:1 with real life. But learning new things, building things, gathering resources, they will occur at a faster rate. Some skills/resource gathering will happen in real-time while others will be faster. Most of the "sped up" skills/actions will be sped up at a set rate (like perhaps x10) relative to how long it takes to do the same thing in real life. The precise rate will be determined through play-testing.

If I wanted to, could I invent firearms and vehicles?

Eventually, but don't count on it happening soon. The world will be starting out with no technology whatsoever (other than possibly being able to start a fire and a few simple things). The speed at which technology progresses will roughly model how real-world technology progressed since the beginning of the human species. The first tools will be simple ones, likely made of bone, wood, and stone (depending on the material available in the area). Eventually, infrastructure, discoveries, and inventions will pave the way to more complex inventions like firearms and vehicles, eventually even space vehicles.

What's stopping people from killing every player for no other reason than the fact that they can?

As for griefing early in the game, players that band together immediately be able to build up defenses against that sort of thing. There will always be a measure of danger, but how much danger depends entirely on the social system you make yourself a part of.
A character's power over another character will be modeled to mirror that which people are capable of today. If you go 1 to 1 against another player, you better be ready for a fight because most characters are going to be fairly evenly matched. In modern MMOs, most of the time, if a level 1 faces off against a level 60, the level 1 character will do no damage whatsoever, this will not be the case in this game. 
Technology will play the biggest part in who has the power. But it is in the best interests of those supplying the technology to sell it, make a profit, to as many players as possible. Players with an advantageous technology wont keep their advantage for too long. It will eventually get out.

How will building things work? Will it be like minecraft?

No, not really. You're not given blocks to put together necessarily (although building large structures may have a certain level of freedom of form). Most things you build in the game are quite small anyway or very specific (like a boat, tool, weapon...etc). Structures will range from small and static, to large and very customizable. But you will essentially have the option of placing walls where you want and shaping particularly large buildings. The rest will be built through what essentially amounts to formulas. The system for building things is meant to model how you might build something in real life. 
How would you build a hammer in real life? In reality, you can use nearly anything as a hammer, and that too will be modeled in the game. Some hammers are better than others, some are prone to break, some are not suited for certain types of hammering (based on hardness). To a degree, these things will be modeled as well. Not everything tool/object created is equal, in fact, very few things will be "exactly" the same. Even if you use the same materials to build it.
Later on, assembly lines will be invented to try to standardize building and make objects more-or-less the same.

Why can't I invent firearms right off the bat?

Same reason why cavemen couldn't do it. They didn't know how. There will be a progression of technology and the speed at which it progresses will be determined by the players of the game itself and their ability to invent, progress, and discover. Many of the things that hindered technological progression through our history will be the same things that hinder progression in this game.

So the game is the size of Earth, but will it be Earth?

We want a fresh planet so exploration is that much more meaningful. We also don't want to have to get everything "just right". Having a new planet also gives us the opportunity to customize the terrain to make it more interesting for players. The downside to this is players wont be able to feel like they "found' a place they know, and they wont be able to travel to "where they live", to see it in the game world. As fun as that might be, it would actually be detrimental to have players trying to spread out and find various locations. Players need to stick together, explore, and discover. This way, the only reason for travel will be because of real needs of the player/character.

Will the "nations" be run by all players wanting to run the nation? How will that work?

It would work very much like it works today. No gimmicks, and not much in the way of mechanics either. There will be special mechanics for being able to control other players under certain circumstances. But running a nation will be a whole other level that would require the cooperation of a number of players and the implementation of social systems (just like a real government). 
It may sound like it would be too complicated, but keep in mind that a nation will form naturally as population grows. Ideally, whoever was in charge while the nation was but a small town will be taking small steps to handle population growth until they realize they have the first Universe Project nation. 
There will however be a way to mark territory and the ability to communicate the rules of a particular territory. This could be considered a mechanic for the building of a nation, but it would also be used on a much smaller scale. More likely, nations will form as a cooperation of towns and cities, which would be governed by different people. 

You said there are no NPCs in this game, but what about animals?

You're right. Animals will be run on AI. When I say NPCs, I mean human characters. Infact, there will be some AI automation in real players as well. But there will be no "vendors" or "quest givers" or any human characters that are not connected to a player.

When do you think the kickstarter will be? What sort of time are you looking before release?

At the moment, the answers to these questions are in flux and I cannot even offer a ballpark right now. The most pivotal factor will be funding and we are working on that. I can say that it wont be the 5-100 years people have speculated. Before a kickstarter, we need to have a working prototype. At this point we have the complete game design, technology overview, and a series of technical demos. We need to turn the technical demos into a single proof-of-concept. At that point, we will begin the Kickstarter campaign. 
I want to help more, what can I do?
  1. Be active in the community! Answer questions that come up on the youtube site, facebook page, on twitter and reddit. Redirecting people to this page would help too.
  1. Get the word out, put up your referral link on forums (make your post signature have the link, you can use the banner ad at the bottom of this section too if you'd like).
  1. If you already have all the referrals you need, or if you don't care about the referral rewards, then feel free to use the http://universeprojects.com link instead. It will help to drive search engine traffic to our site.
  1. If you're really itchin, feel free to use some online promotion services from fiverr.com too. For 5 bucks, you can generate a lot of traffic for your referral link or for the site itself. This might also be a good way to get referrals but I'm not sure about it. (Please note that I've never used this service for lead/traffic generation before and I can't speak to it's legitimacy)
Here is the banner ad you can use for your forum signatures.
The HUGE one 760x140 pixels.
The smaller one 468x86 pixels.

I'd like to interview you and/or your team

Get a hold of Nik at support@universeprojects.com or use the twitter account or facebook page to message him directly.

I want to donate and I can't wait for Kickstarter!
I want to become a business partner/investor

If you have that kind of faith at this early stage, you can get a hold of Nik at support@universeprojects.com or use the twitter account or facebook page to message him directly.




Feel free to comment and ask questions that have not been answered here. I will answer them as much as I can. Please note however that I wont be able to go into detail on many aspects of the game as it is too early in development and a good portion of the game, how it works, and how we plan to overcome obstacles must remain a secret.

We realize this is an awkward time, but hope you're willing to give us the benefit of the doubt. Let our work be the indicator as to whether or not our vision is the right one.

61 comments:

  1. This is the single most greatest undertaking that I have ever seen some one do. This could actually be what sets a milestone in the gaming community. You may good sir's and madam's have my respect for this and my support. I will try to do every thing that I can to support you in any way. God speed!

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  2. Jason, It wont be what people are expecting.

    When 3d comes out, I'd expect it to be like GTA.

    the screens atm makes it look rubbish, so I hope they know what they're doing.


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  4. Dominic, It's just a prototype. He said they are concept screenshots. Where do you see GTA in this? GTA has no discovery, true free roam (of course it has a city), and... I'm not even going to argue with you. You're just wrong. Good luck on the project! You have my support!

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  5. Hi Nik+folks,

    Your goals and ambitions are very similar to what I've been working on for the last several months. (Years really as a small thought experiment)

    In September I started a community in Reddit called r/Simulate:
    http://www.reddit.com/r/simulate

    Here is my original blog post I wrote that started the community:
    http://www.iontom.com/2012/08/25/game-build/

    Please come in there and share your thoughts and fish for ideas. I do want to stress however that I have a somewhat alternate idea of how building an alternate world might be and how licensing for a project so large might look like.

    I picture an open source/free to develop "reality asset model"
    http://www.reddit.com/r/Simulate/comments/14aydj/licensing/

    The only way to get enough people collaborating on this project to make it open source... That way you can get developers from many different academic circles working together as consultants. Otherwise you will need to pay those people.

    Now for the front end and mid level software--the game itself. In my proposed framework that would be the software layer where gaming for profit could be considered.

    The other big profit source for a project of this magnitude is in marketing or political consulting. Which, with an open source project would be more aligned to promoting the public good rather than corporate profiteering.

    So anyway, if you want to go completely your own way, that's fine; but I think I have a pretty decent start to a very similar goal. The thing about a project like this is that it mostly hinges on timing. Which I think this needs a lot more pre-planning and maybe another a year and a half of progress in neural network simulation.

    Thanks for your time.

    Please drop me an email any time at tomriecken@iontom.com
    Cheers

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  6. This looks like it will be an amazing game. There is so much you can add to it! Now, I know you can't really mention in detail about certain things because this is very early on. But how do I sign up, will it cost and is there going to be islands? (I'm very fond of Great Britain here ;-D )

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    1. Also, how exactly would you form a village/town or anything? Would you just "claim" an area? Also, as a suggestion, maybe you could let people start in different areas of the world if they're late comers. So the original people start in a place like Asia, then newcomers who want to start from scratch get America, then newer people get Australia and the likes of them. Or you could make servers, but seeing how complicated this could get...Though if you can make Earth, why not two or three... :D

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    2. 1. Yes, essentially. But it'd be up to you to maintain said claim (and defend it if necessary). There won't be a _lot_ of game mechanics to enforce that either. It'll be up to you.
      2. People will be able to start away from populated areas if they choose. Later on in the game however, that might not be a good idea. "Later on" would likely be about 5-10 years though.
      3. I understand, but at this point, there is only plans for a single planet starting point. That could change in the future.

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  7. Go to http://universeprojects.com to signup to receive notifications when the game is closer to a release. There will be a cost involved, but the idea is to get many, many people to play, so it will be small. Yes, there will most certainly be islands.

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    1. I didn't expect that quick of a reply! Thank you. I'm afrais I wouldn't be able to pay right now though :P Thanks for the answers!

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    2. There is nothing to pay for, its free to signup for a notification.

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    3. Even better :D I'm currently discussing this game with three others on a wikia. I major problem will be if trolls get a nation :( Can you answer me the solving of that?

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    4. Also, for the heck of wasting your time :P When is the optimistic target release date?

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    5. Trolls tend to act alone. It would be difficult to organize a group of people like that. But of course, it could be done, and its certainly possible that war would break out. There were tonnes of "troll nations" in ancient history and the things that made war-making difficult back then, will be the same things that would make war-making difficult in this game: logistics, communication, and defense.

      There will be a lot even the smallest group of players can do to defend themselves against griefers. I can't get into details on that just yet though. Sorry.

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    6. I can't really give a release date, but I can give you this. After estimating the time it would take to write every module, to the completeness that is necessary for the first milestone, it comes out to about 480 man-hours optimistically. This would be a bare-bones proof-of-concept that is missing many things, but is playable.

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    7. So an optimistic pre-alpha/alpha release would be ~1 year working ~10hrs/day? Not too bad! a 2014 alpha would be nice, though it is optimistic. Still a nice goal to shoot for!

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  8. Ok. Thanks fir replies on both subjects. Finding it hard to wait :D

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  9. When the civilisation reaches the futuristic level, will their be colonizing? Also, would more planets open up for humanity to have another server? And if these worlds are close enough, could their be an invasion fleet?

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    1. Those are some super long-term questions, but essentially yes.

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    2. I think I will finally have my "last" two questions (after loads of them) Firstly: Will there be any religion or ethic based parts of the game? Secondly: How much time could it take for more concept shots or demo scenes? Thirdly: What systems do you use to make this game?

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    3. 1. Religion probably wouldn't make sense, as it would have to be stared by the players, and there is no mystery as to how the game works... or is there... :p
      2. I've estimated to get the most fundamental combined technical demo, it would take an additional 500 man-hours (that is 3-4 months full-time for 1 person, or possibly a year in boot-leg mode, without funding of any kind [we're working on that!]).
      3. It will be Html5 based with many home-grown frameworks as there is little out there that truly meets the needs of the project.

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  10. I'm building this same game, at www.topiaonline.com

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    1. That looks like a game already out there which is over 10 years old.

      that was a joke post I take it?

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  11. How will you handle inactivity? the biggest difference is between the real world and a virtual one is that we can't log out in the real world. So who will run my shop when in gone? Or protect my home when I'm logged out of the game instead of "asleep" in the game? Love this idea and would like to see it finished

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  12. Now I was wondering if I was under a bad ruler would I be able to form a rebellion if there were enough people backing my thought

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    1. Absolutely. People backing you will be the most important factor when taking over a regime. Unless you find another way...which is certainly also possible.

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  13. Shut up and take my money. Based on the idea I would pay $60 for this :D

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  14. The implications of this game are Profound!

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  15. Is there big progress on the game?
    How far have you came?
    (im sorry for my bad english)

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    1. Their optimistic guess for a working proof-of-concept is somewhere around late 2013 to somewhere in 2014.

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  16. i like this idea you have my full cooperation

    will there be cultures and religion in this game?
    like Buddhist, Christians, etc.

    and if so will the main designer of the game be like god or something or makeup a religion and people can choose to follow it?

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  17. Hello I was wondering how this was going to work and how you envision this as a possibility. I just don't see virtual reality as a possibility without messing up your brain. What's your idea if you can give it?

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  18. With the players needing to group in order to survive.
    I must ask about a couple of things.

    1) How exacly would the players work together? Many have little trust to each other on the internet. Since the person could backstab you. With friends that's possible OFC. But with total strangers, it'd provide difficult yes?

    2) Would it be possible to get yourself onto your feet in a village. EG: Grow to "prime age" within the village. And eventually venture off to the outside world?

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    1. 1) Probably, yes. Perhaps everyone has too much faith in Humanity, but then again this is in a way a "Humanity Simulator." But perhaps something of this magnitude could change some people?

      2) That's what I'm hoping and I'm very certain will be possible!

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  19. Hey Nik,

    Can you give us an update on the work done so far. Would be nice to get a bit of info on the team working on this too. This is the kind of game I've been waiting for. Anywhere I can get more than an FAQ about the project? This blog seems a little bare.

    Cheers

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  20. couldnt this game get dangerous people get sucked into games all the time playing none stop but with this I feel like there will be a some who won't be able to tell the difference between life and the game I know this sounds silly but still there are people like that must emit though sounds like a great concept for a game

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  21. I have one question, will there be like game currency or will it all be real money? It's just that I don't want to gain money or lose it ( apart from buying the game). Maybe I could invent a simple currency like in the form of pearls or something. This is confusing!

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    1. As they have said, it will be possible to use real money, but as it is a "Humanity Simulator" in a way, bartering is likely, and currency is just a standardized bartering. Therefore a nation could take something valuable and make it their standard currency in the game, and they could trade it, but in different places different things are worth different amounts, similarly to reality. Supply and demand, as well as the standard currency and/or what resources are available in the area will be very worthwhile to look at before sending a trading convoy, as an example. A standard currency in one nation that is worth a lot there could be worth very little in your nation, and vice versa.
      But that's what makes games with economy even more fun, similar to the supply and demand of games like EVE Online, even though there is a standard currency throughout the entire gameworld. It makes looking at the relevant stats of an area, such as the general supply and demand, currency, etc. but also how friendly/angry/suspicious that nation is, as well as the nations around it- You don't want your convoys being captured by a suspicious empire that thinks you're supplying their enemies- much more fun and rewarding. I realized I have repeated myself a few times, but oh well.

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  22. What is the programming background of you and your team?

    I am a computer science major, and while I certainly think it's possible, it sounds very difficult.

    When hearing of this project I think back to scribblenauts, a WBGames production that allowed you to bring any item you could think of into the world. The problem of course was that the items had limitations based on their class structure (most items did not function the way they would in the real world).

    If your class hierarchy is to follow a similar pattern how would you overcome the limitations of usability? Alternatively, if you are creating your own structure, how could you ever hope to support every item ever created by man? I understand in your FAQ that you don't need to, because it is developed over time by the players, but the foundations of the items must already exist so that they can be created and interact with each other without breaking, a feat that would be a challenge for even the top programmers.

    For example, if you were to program a structure for animals, you must also have a way for them to interact with every item ever created. In a normal game (consider assassin's creed 3, which had a lot of animal AI) there are a limited number of possible interactions. In this game though someone could, for example, accidently create liquid nitrogen, and then use it on an animal. How would the animal be able to react to this creation if it is not programmed into the system?

    I ask these questions as someone who would very much like to see this become a reality, and if there are any openings on your team I would love to send my resume over. Otherwise I will continue to support you as a fan.

    Thanks for your time.

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  23. Fantastic concept. Can you tell me more about your plans for creating society as a whole? Have you consider possibilities wildly different from what we see now and saw in the past in the real world? What if, say, electric cars (a long shot, I know) were throughly developed and adopted by the majority of people, instead of gasoline/diesel ones? Would it be possible to create and maintain wildly different economical and political systems, ranging from anarchism, to libertarianism, fascism, or even full-blown communism? Would certainly be interesting. Again, I understand such far-fetched and complex features won't see the light of day for years to come, but, well, what do you think?

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    1. I believe that your idea is one of the many things that are planned and likely to come into play, as well as possibly some completely new government types created by players!

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  24. This very project is something I've been thinking of since video's came out... I'm only 17 and have no idea on programming though, ecstatic to see someone taking the same thought and making it happen... can't wait!

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  25. Upon reading the comments I noticed that a few people are still clinging to a certain infrastructure and basing their questions on that. As far as I know, there will be NOTHING whatsoever in this world, except for the things you as a player will create. That includes infrastructure. Ultimately, if that is 100% accurate, there will be no way to contact your friends inside of the game unless any form of communication is invented (Although people can still talk to each other outside of the game, but good luck finding each other without a map), there will be no such currency as gold coins unless players allow them to be a currency, and cultures may even greatly differ from the ones you see in real life. In the end, how fast and in which direction this world evolves will be almost entirely up to the playerbase. At least that's how I interpret it

    And that's exactly why I'm loving this concept. I consider myself to be a great brainstormer, so if you need some perspective from outside of the development team, feel free to contact me.

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    1. I believe that they may allow players to spawn near their friends. Perhaps using friend requests, a player that has no character could create a character that spawns in their friend's village.

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  26. This game is exactly what I've been waiting for. A game where people can create infinitely without limitations of the real world, it's like and unlike Minecraft. The differences are, here, people don't start out with a set amount of capabilities that they can do, it's unlimited. People will make discoveries, trading takes place person to person instead of an extremely clogged global market. I can't wait to see the outcome of this project, I see it as being a masterpiece...

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  27. Yes. All the yes.

    Something I haven't seen here though is if it will work/you want it to work on Mac/Linux?

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    1. I'd bet it will, considering it will be on PC, consoles, mobiles, etc.

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  28. One thing I need to know is whether or not the dna and atomic structures of things are going to be created? Will we have the ability to reverse engineer elemtns or compounds or creatures by studying their dna or altering the atomic structures?

    Ive always wondered why people havent created a game built up like dna and/or atoms and then grew the universe around those structures.

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    1. Because one string of DNA alone would take days to program, not to mention the months and/or years required to make an engine that would support this, and a physics engine as well as a renderer, not to mention the decades/centuries that it will take to make this sort of thing possible. I've always wanted that type of game though! Unfortunately it's unlikely to happen anytime in the near future. Technology just isn't advanced enough.

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  29. @Virtual Trident "As far as I know, there will be NOTHING whatsoever in this world, except for the things you as a player will create."

    What you've stated is impossible to do on a computer. You see unlike real life objects, objects created by computer code are simply electricity, states of being on and off. If that statement were true, the code for such an object in the world would be created by the user as well, and you would have to program it, because if there is "NOTHING" there is no foundation to build off of.

    In Minecraft for example, you build off of elements already programmed into the game. Those elements act much like legos. You can make larger things out of these smaller building blocks, but you certainly wouldn't say they had the versatility of acting like real life objects.

    To make even one object act as a mirror to its real life counterpart in this game would take some form of base code (even self-generating evolution code would be forced to inherit from a parents class at some point). Thu-sly speaking, under what appears to be the common consensus of how the game will work, this is a pipe dream.

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  30. Sorry if this has been asked already, but I didn't see it.
    Anyways my question is this; do the clicks or signups count as referrals?

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  31. Hi
    You have precise such an interesting game idea that I myself have long been thinking of.

    To start somewhere on an island or in a country section where you can start to build itself, grow and explore their surroundings. Just the feeling to build something for himself in order to later sell for sale when you meet the other players later on in the game makes you you never know before what is attractive. This makes the game more interesting when you have an opportunity to influence how your game will come.

    Looking forward to the first game test, good luck with the construction.

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  32. This is a bit of a read, and may have some spelling errors :P

    I'd like to just say here and now, love the concept, doubt that it will really be done, at least to the extent envisioned.

    ---------------------

    Myself and a small gaming community stumbled upon this rather large undertaking. We all loved the concept, it was essentially everything we wanted from an MMORPG sort of game, however we also all agreed that "there's no chance in hell that this is ever going to happen", and there were some comments about 'second life' when real-money transactions cropped up. There were a bunch of holes and issues coming up already, but I suppose that is to be expected in such early stages of such a massive project. I will just lay out a few things which would obviously at one point need to be addressed if this does get off the ground, though it is more about content. This would for the most part exclude the obvious, i.e. hardware limitations, server limits, funding etc.

    1: Technological Advancement and Management

    While the intent is that it would begin from the dawn of civilization, we would not really have any form of control over how our society progresses technologically other than what is directly available to us, would we? I say this because presumably we would start at some form of stone age, and limited to the technology of that time. So, if we build up a small village, have basics of farming, gathering and hunting, but we wish to invent 'writing' in game, it would simply not be available to us because of the time restriction and it may not even be implemented, correct?
    It is difficult to 'forget' what understanding we have now for the sake of a game. Though, understandably knowledge may give an unfair advantage in some cases, (For example, if somebody knows about fletching and they wish to harvest Sinew from animals for arrows or use Hemp for the purpose of making bow strings). Players would quickly reach a sort of 'glass roof' (imaginary barrier) where they would no longer be able to advance because of game limitations.

    As a hypothetical situation, a group of say 23 gaming friends create a community which they manage, grow and advance. In a few months they have created their village, basic walls and have small farming areas set up, along with simple trade with neighbours(food for clothing, furs, whatever) and have defended themselves against raiders. Now that they have reached their highest potential in game, they can no longer gain any technological advancement over the 40 bandits that, while are still using sticks, will slowly tech up to rock hammers and slings. Over the course of a few months, the group stagnates, and while they gain say 10 more people into their group, the bandits have now formed up under a petty warlord, who can just flatten the village because the village is now forcibly on the same technological level as them. While you can argue is it up to the village to recruit more people to match the threat, lets be honest here, who wants to live a simple life in a game when you can bandit? (Just from personal experience, a lot of people prefer the 'bandit' option) I don't doubt the village itself may raid or demand tribute from weaker villages nearby, but will it end up being 'whoever has the numbers wins'?

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  33. This comment has been removed by the author.

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  34. EDIT--------
    Character Limit forced me to post this in 3 segments
    EDIT--------


    2: Reality Mechanics

    If we are meant to start out at the simpler era, does that mean survival is key in terms of being able to provide food for ourselves? If so, does that mean our character would need a few meals a day to stay fit and strong, or would food serve another purpose? I can see a lot of people starving very quickly from not being able to set up, or just getting raided early by players who have been playing earlier. Also, should forms of realism be true, would it also add in things like snowy or desertous regions, which would require different clothing? So, those that live in plains which snows one season a year would need to acquire furs or warm clothing, or freeze to death over time. Ageing is the odd one out, because while characters are persistent, time does sort of 'go-through the ages'. Someone suggested having spouses and heirs to continue your character, but that would either mean the addition of NPC's, or some awkward gaming. So our characters essentially have eternal youth, though after some time they will be 'in the prime' as it was vaguely put. So this would mean that if we stuck with the game for years, we would be relatively old and withered, though new players who come in are now stronger and more agile, able to defeat us physically simply because we've been playing longer? ('glass roof' technology)

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  35. 3: Trade, Travel and Crafting

    This was one of the questions raised in our group when we read over the 'real money transactions' part. Though there were mixed feelings about real money being used for in game trade (mostly negative), that is not what this segment is about. It was mentioned that while inflation may occur in certain areas for certain goods(understandably), those people could just trade the goods elsewhere, overseas etc. With no NPC's, would this not be a horrifically painstaking undertaking just to get a somewhat better price over a very long time with the 1:1 ratio of walking? Goods do not magically fly from village to village, continent to continent. There would need to be people to carry them (less people in the village, one or a few players spending a long time doing nothing), beasts of burdens to haul the goods (animal taming), ships which need crew and skills(carpentry, building, caulking, rigging, weaving. sailing, navigating), and then not to mention the food required to be brought to survive the trip. So, at least in the case of a ship as described in the video, you would need a dozen people to spend months on a ship doing nothing to sell goods between distances? Ships cannot really work with only one sailor. Eventually, if this game did take off massively (would be really nice, but still a bit of a pipe dream), and we got to say the dark ages equivalent, then what would entice me, a player, to work as a fletcher, guard, cook, courier (whatever) for some guy, when I and a few friends could just wander off and do our own thing, a bit like mine craft? I'd imagine I would rather be out doing my own crazy stuff and inventing/exploring/building with some friends rather than sitting in someone else's town doing menial tasks for them. Though understandably there would be a need for people to do these things, and some may volunteer to do it for a while, I seriously doubt anyone will have any sort of 'fun' sitting there day after day working their second job on a game they bought (and may have to subscribe to :P)

    4: World Size

    Everyone in our group that saw this agreed that the world is much too large a goal, and is definitely unnecessary. Even if the game was to gross 10 million players, if we look at the continent of Australia, it houses over 25 million people, yet is only REALLY populated along it's coastal areas. That means there is immense amounts of land sitting there doing little. Though ambition is good, it is adding weight and code to the game that doesn't need to be there, and may not be used till many years into the game. While you could argue three smaller continents, then a smattering of islands, taking on 'the whole world' is bad idea. If that sort of project was stretched out to a sort of 'new-land-mass-a-year' sort of thing, it may be more manageable at least, but is still very much unnecessary with a human-player-only world (even with animals, ofcourse).
    Just to re-iterate, even if this game grossed 30 million players after some years by some insanity, they would not be able to populate an area the size of a planet. We have billions of people, and there are still many huge open plains and areas either untouched or unused.

    I would likely add some points and suggestions as they come up later, but hopefully this gives the team something to think about.

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  36. How is it possible! Real size of the world.... It would take about 10m years ..

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