Empowerment is a revolutionary new game that makes changing the world addictively fun. Gamers experience both real learning in useful skills and real recruiting opportunities to take real action and join groups or start new ones.This project plan details how the game is being developed and how you can contribute.
Game GoalsAddictive Fun: Empowerment should be first and foremost about fun gameplay. If a game isn't addictive, why bother? Empower Players: To create a game that promotes empowering ideas as a positive force for change around the world. Reach Everyone: To make a difference, Sim Empowerment must reach the widest possible audience with the best possible game. Smart Action: Empowerment features an innovative memetic AI "combat system" that makes conversation a kind of "first-person talker" as exciting as first-person shooters where you fire and dodge ideas instead of bullets. Revolutionize Gaming: To revolutionize the gaming industry with a new genre of game and to encourage the industry to explore more meaningful storytelling. Platform: To provide a platform for other game developers to innovate with. Freedom of Choice: The player is so free to choose their course that they can choose their own ends and the means to achieve them. Immersion: The environment is so realistic that it suspends disbelief. Sustainability: The game sustains itself by making money for its developers because of open source freedom, not in spite of it. Go nuts and Get It Out Of Your SystemYou can improve your activist skills with lessons learned from role-playing and simulation games, but are responsible for the real risks you take. Life is not a game. There is no saving and restoring in reality. Many things that are funny in games are deadly wrong if acted out. So remember to keep your mayhem virtual. Act out hair-brained schemes where no one is hurt. The Sims, Best-Selling Wish Fulfillment Of All TimePeople thought that nobody would want to play The Sims. It’s the best selling game of all time because people find real life fascinating, especially if they can live out fantasy scenarios. For example, a swimming pool is something most people lust after and can make in The Sims. Simple thing really, but it sells games to be able to live out fantasy lives in dream houses. “What is the use of a house if you haven’t got a tolerable planet to put it on?” —Henry David Thoreau Many people long for a worthy government and world in which to live. With Sim Empowerment, we can finally engage in wish fulfillment of the highest order and fantasize about changing what really matters. First-Person ImmersionThere is a big difference between playing games in first-person and watching from a third-person perspective. Most politically oriented games make players godlike leaders manipulating agents by clicking on them from the sky. In Empowerment, leadership happens on the ground and you coordinate with teammates by speaking to them in person or calling them on a virtual cell phone.
—Postal 2Video First-Person Petitioning Against Videogame Censorship in Postal 2
Postal 2 is as politically satirical as it is violent. It is the first game to date to feature first-person petitioning. It even teaches valuable lessons like not't bothering people who want to be left alone. Games Are Instant Gratification FunGames are first and foremost fun because they make it easy to win meaningful victories immediately. It might be realistic for change to be gradual and hard-fought, but it is hardly entertaining. Role-playing a dramatic success is encouraging to activists who might face years of diligent work before achieving success in the real world. In the context of the game, winning is exciting and easily achieved unless you opt for high realism and increased difficulty. If you must wait for something gradual, you can compress time to skip ahead years into the future. People understand the issues but feel hopeless. they have to find ways to act. Games give them a way to start doing that in an easy way until they work up the courage to do real work. Games Reward Try-Before-You-Die LearningGames are powerful learning tools because we can try many different things without fear of long-term consequences. You can afford to experiment with creative strategies every time you play until you discover what works, what fails, and what causes hilarity to ensue. Good games are designed such that you can have fun becoming more skilled by understanding the rules and discovering how to exploit them successfully. |
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Project HighlightsInspiring GamesThere are many excellent games that provide inspiring lessons for Empowerment to incorporate. Game Development PlanLearn more about the creation of the game Prototyping Systems
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“Know thyself.”
—Enscription Outside The Oracle of Delphi,
alternate Greek translation: "Empower thyself." Real-World ProfilesIntelligence services like CIA keep detailed profiles of key people and world leaders documenting their psychology, history, ability, resources, and other real-world characteristics (not ‘character sheets’ documenting their ‘hit points’ and ‘saving throws’, though if they were it would explain a lot). They trouble themselves with such a file because the profiles help them plan strategic moves and predict important peoples’ reactions to world events. Profiles are essential for high-level planners to predict what pawns will do on the grand chessboard. If you’re of interest to them, they know your capabilities, behavioral habits, ideological biases, options for dealing with problems, and access to power. Why not learn that much about yourself, to understand your own position in the world and your options for dealing with it? Profiling Yourself
“Make a profile of yourself, the kind the FBI makes for murderers.”
—Bill O'reilly
Profiing yourself is very useful. Your profile is an inventory of your capabilities that helps you plan strategies and recruit allies that emphasize your strengths and offset your weaknesses. Profiling A Future SelfYou can profile a possible future version of yourself with additional skills and resources. For example, if you’re in law school, you might want to profile the full-fledged lawyer you seek to become as well as the aspiring student you are now. A future self profile helps you explore the possibilities further ahead in your career path. Profiling Other People
“If you know not yourself nor your enemy, you will surely loose. If you know yourself but not your enemy your chances are at best even. If you know yourself and your enemy even better than he, then you will surely succeed.”
—Sun Tzu
You can profile other people to better understand them. Profiling Fictional PeopleA fictional character or a fictionalized historical person may provide insights. "Your character” has taken on a totally fictional meaning in the context of role-playing games. Profiling IdeasProfiling audiences, groups and ideas is covered in Ideapedia. Multiple ProfilesProfiles can be saved for historical purposes. You can have a separate private profile separate from your public one. You may use different profiles for different audiences, such as a professional and personal profile. Multiple profiles is not yet implemented. The Drupal implementation of all this will be tricky because it is more than a single node, it is a network of related nodes. |
Example ProfilesThere will be several profiles already filled out as examples.
Using Personal Profile SheetsAs you decide details about yourself, you will jot down information into the appropriate spaces on the profile. Do this in erasable pencil because you will change things as time passes and you play Empowerment. Make double-sided prints or photocopies to keep profiles compact and conserve. Using The Profile EditorBeginners and experts alike may prefer to use a computer to automate the process of character creation. Try the Profiler software included on the Empowerment Disc and freely downloadable online: Empowerment ProfilerIt handles all the arithmetic involved in calculating things like skills and ideas. You can print and save profiles and to make changes in the future. |
BeEmpowered is a bejewled-like casual game that replaces frivolous jewel colors with meaningful things.
Powers are color-categorized by ideas, skills, tools and mediums. You can still make rows by lining up combinations of 3 similar things.
But you can make even more points by lining up things that connect to each other. For example, combining speaking with writing and event organizing is worth many extra points.
You can tap anything on the screen to learn more about it and see what else it connects to.
You can add things you use in BeEmpowered to your real Empowerment profile as interests, wishlists, etc.
The first prototype of Empowerment is a web-based online game that uses Google Earth and Google Maps as optional visualizations of the sim world.
Google Earth helps simulate the third-person global perspective and can link directly into Second Life-based locations. For example, clicking the United Nations can teleport you into the Second Life version of the UN building. VR bubbles can be used for extremely large environments with just a subset being interactive.
You can download Google Earth for Mac.
Google Earth can be used to simulate the global view. Embedded placemarks can link to web pages and SL VR environments. We will document the assets as part of the asset creation process.
SL placemarks allow you to position an SL environment as being part of the world outside. A skymap and fullbrighting or local light could compensate for the day/night cycle.
http://actfor.org/googleearth/
All the ground-breaking algorithmic and gameplay concepts of Empowerment can be developed independently from the immersive first-person graphics engine that will eventually bring them to vivid life for the people.
Work will begin using PHP because that is what the lead developer Alex is proficient with. There are probably better languages than PHP with which to develop this, and the code should be made as portably as possible, abstracting any reliance on a minimum of PHP-specific features.
It may be possible to have a single web-based gameplay that is syncs interaction between SL and GE using their built-in browsers.
The gameplay of Empowerment is essentially a textual narrative akin to old adventure games like Might and Magic that had a navigable map but relied on textual description to tell the story.
All the unrealisms of Empowerment will be documented with an eye to expediting future realization. For example, real-time movement is not yet possible but the mechanics that will govern it should be put into place even if their operation is only approximated with documentation of the intended rea-time behavior.
Empowerment will have time compression to allow rapid previews of long-term effects.
Empowerment is a profoundly object-oriented simulation and it will be implemented using rigorous class-based methods.
Scenarios are narratives composed of elements of all the other classes of things.
Scenarios can overlap, branch and be continuously updated with new content by any narrator as RSS feeds.
Escape Velocity is a good example of a game that made it possible for multiple plot plug-ins to coexist.
Motives Dialog
Complex compound ideas.
====Audiences====
Abilities have sub-abilities that more specifically define distinct aptitudes. For example, strength subdivides into different muscle groups, starting with arms, left arm, right arm and legs.
Sim Empowerment is a new kind of activism gaming experience. This is a planning document for the development of the Sim Empowerment computer game. It details how the game will be developed and what direction the development will take.
Game GoalsEmpower Players
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The Sim will introduce gamers to The Net. A gamer pretending to be an activist championing a real-world issue is presented the opportunity to get involved with that issue for real. They can add the issue to their agenda and get involved with joining groups and initiating actions. The critical link between interest and involvement will be explicitly offered to gamers. Gaming the Sim will provide an introduction to using the real Net. In effect, the experience will be almost the same, prompting gamers to wonder why they should waste their time Siming when they could be doing real activism.
Sim Empowerment is just one of the many tools that Net Empowerment will produce, distribute and facilitate. The whole package will constitute a distro, a disc for mass-distribution. Some distros will fit onto memory chips, others on CDs and DVDs, others will require install. Quality settings of low-importance textures and models are compromisable, for example.
All the tools of Net Empowerment will integrate into the experience of Sim Empowerment in such a way that you will actually have a virtual computer within the sim that you learn to operate effectively. The computer will come up to the full screen as it does in Doom 3 or be operated from looking at the screens, with mouse control or pointer control automatically established by the hand reaching out while you do this.
The Net Empowerment system you use is actually running on a special local instance of the Server system and the Firefox browser you use is piped into the 3D OpenGL environment.
This way, there is no difference between the two. Some automation and limitation of options may take place to confine interaction to AI-understood channels unless you are dealing strictly with human players.
If someone else already establishes pointer control you have to wait your turn, ask them to move or push them aside first.
If roleplaying works as a training method for presedential candidates, trial lawyers, US military forces, CIA agents, and UN diplomats, it can work for activists. The DOD puts its soldiers through intensive real-world wargames and computer simulations. They even developed a free game called Americas’ Army to attract new recruits. Civilian elite professionals like diplomats and lawyers also use roleplaying games like Model UN and Mock Trial to confront students with the challenging dynamics of simulated governments and courtrooms. No candidate steps into the political ring without first role-playing debates with aides. Roleplaying works because it puts players through experiences instead of just cramming their head with untested facts. Roleplaying is the next best thing to actual experience at doing something. It’s 31337 1 .
Sim Empowerment is a virtual training ground to learn real-world skills. There are several modes of skill training you can play with.
Simulation can help train you to remember important techniques and information necessary to perform a skill correctly. Sometimes the learning takes the form of question and answer. Sometimes this is multiple choice. Answering questions correctly helps you succeed with the skill.
In learning mode, wrong answers are explained correctly to help you learn. Hints can be requested to help you get things right if you forget or want assistance.
You try to create a podcast. Each step of the podcasting process is explained to you, allowing to make a podcast without knowing how. Next time, you could figure out most of the steps yourself and ask for hints when you forget. Eventually, you will know the process well enough to test your podcasting skills. When you try podcasting for real, you will have the essential method memorized.
In testing mode, wrong answers are punished by increasing risk of failure without giving you immediate feedback about exactly what mistakes you make. Later on you receive an after-action report with your “test scores” showing how well you did and what you could do better next time.
Games are first and foremost fun because they make it easy to win meaningful victories immediately. It might be realistic for change to be gradual and hard-fought, but it is hardly entertaining.
Role-playing great success is encouraging to activists who might face years of diligent work before achieving success in the real world. In the context of the game, winning is exciting and easily achieved unless you opt for high realism and increased difficulty. If you must wait for something gradual, you can compress time to skip ahead years into the future.
People understand the issues but feel hopeless. they have to find ways to act. Games give them a way to start doing that in an easy way until they work up the courage to do real work.
Games are powerful learning tools because we can try many different things without fear of long-term consequences. You can afford to experiment with creative strategies every time you play until you discover what works, what fails, and what causes hilarity to ensue. Good games are designed such that you can have fun becoming more skilled by understanding the rules and discovering how to exploit them successfully.
Computer games are the perfect system for simulating Empowerment. Face-to-face roleplaying is still the most liberating and imaginative game technology around, but computer simulations are the future. They’re also infinitely more complex to create than face-to-face role-playing games. The game industry has development teams and budgets rivaling the movie industry and already surpassing movies in profitability.
It simply doesn’t make sense to wait around for a computer game when we can start role-playing today. Why wait for next-generation technology developments when we already have incredibly powerful brains capable of running the games in our imaginations? Sim Empowerment RPG is the first incarnation of Sim Empowerment. Role-playing emphasizes the use of human imagination and focuses on vivid story-telling in the absence of any graphics or sound.
The most crucial advantage of human role-playing over computer games is the AI: Even the most sophisticated computer AI characters behave like jerky marionettes compared to the acting abilities of an experienced roleplayer, and no pre-scripted computer game can respond to the players’ actions with the originality and wits of a crafty Gamemaster.
You can improve your activist skills with lessons learned from role-playing and simulation games, but are responsible for the real risks you take. Life is not a game. There is no saving and restoring in reality. Many things that are funny in games are deadly wrong if acted out. So remember to keep your mayhem virtual. Act out hair-brained schemes where no one is hurt.
People thought that nobody would want to play The Sims. It’s the best selling game of all time because people find real life fascinating, especially if they can live out fantasy scenarios. For example, a swimming pool is something most people lust after and can make in The Sims. Simple thing really, but it sells games to be able to live out fantasy lives in dream houses.
“What is the use of a house if you haven’t got a tolerable planet to put it on?”
—Henry David Thoreau
Many people long for a worthy government and world in which to live. With Sim Empowerment, we can finally engage in wish fulfillment of the highest order and fantasize about changing what really matters.
Complex games like MMRPGs all include simple organizers to help you keep track of quests, inventory, and other important details of playing the game. These HUDs are usually not a believably integrated part of the game world, instead they hover in the player’s plane of view without any existence within the game.
Sim Empowerment is different. In Sim Empowerment, you can enable or fall back on such a HUD when you don’t have time or patience to deal with a physical computer within the game world. The default, however, is to rely on a computer inside and the Net Empowerment software running on it. Thus Net Empowerment’s organizing and other functionality provides players a realistic training experience that translates directly into the real world. Each computer running within Sim Empowerment will be a virtual machine running the actual software and piping its screen VNC-like to your game environment for interactivity with you and other players. You could conceivably link up real live data to the simulated environment for such things as world news and other real-world relavent data sources.
Sim empowerment is a role-playing game you can play today and an open-source computer game to revolutionize gaming. help wanted. enquire within.
Sim Empowerment is a new kind of game where you learn how to change the real world. Play as a larger-than-life version of yourself, a fictional alter-ego of your own creation or a powerful historical figure you admire, Face realistic scenarios challenging harmful ideas in corrupt institutions and thwart the world leaders that run them. Gather in global worlds run by experts with millions of other people, put together a team of your friends or strike out on your own initiative. It’s your world now, we just live in it.
How do you approach life as a high-stakes game and win? This is what Sim Empowerment is all about. The problem is that most of us don’t know the game or the rules by which the real world operates.
“Future wars are won today in practice.”
“Now what do you do?” It’s a question that will get easier to answer every time you practice using life-applicable skills and resources. Unlike pure fantasy games, Empowerment experiences may inspire you to actually do something to make yourself a stronger person and make the world a better place. It’s like a school where every day is an adventure field trip.
The achievements and horizons of games are astonishing. Gamers are served up annual waves of innovation from the gaming industry as each generation of games seeks to redefine the cutting edge. To see the latest game is to be amazed by the diversity of worlds can now be experienced by millions.
Violence, predictability, formulaic genres, poor storytelling, divertingly entertaining poitnlessness; Games suffer from many of the same problems as the film industry. The industry is an endlessly escalating competition to excel at ‘amusing people to death’, to borrow a phrase from Neil Postman.
A gamer returning to the real world from a marathon play session often feels a sense of lost time, a futile isolation: nothing is learned, nothing is gained, all the achievements are imaginary and neglected reality remains unimproved by the accomplishment of virtual quests.
"Reviewing a game like this is a waste of time. It's like assessing the nutritive value of a King Size Snickers. It's basically raw, unfettered escapism and there's no person who expects nourishment from it. I'm not sure every game warrants the gaze of the game criticism apparatus."
There are several possible scenarios for a synergistic combination of commercial game development with open technology.
Fork the code after the first game between company’s freedom and open branch
Trading salary and ownership for long-term deal making
50 million dollars return for 3-4 million
90% of games lose money
EA releases 10 games, 9 flop and 1 makes money for all
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The Empowerment Simulation is the teaching environment for activists. In playing the Sim, the player can practice changing the world by communicating ideas, taking direct actions and organizing with other people.
Whereas a game entertains and sometimes teaches, a simulation teaches and sometimes entertains. Empowerment is a simulation first and foremost because its primary purpose is to provide a learning environment. It is also a game because its secondary priority is to appeal to a wide audience with its entertainment value.
Empowerment roleplaying game describes how to envision and explore future and present scenarios. It requires greater knowledge of the real world and how it operates, rather than specialized fantasy world knowledge to escape to. You need to learn about how governments work and about professions and cultures outside your own to be ready to gamemaster this.
What do you do?
“What should one do?” It is a question that preoccupies mankind. Ethics and philosophy largely concern what is good and right to do. Roleplayers are familiar with the question and clever at coming up with unexpected answers. Every time the game or GM puts them into a predicament, they think of a plan that puts their skills and resources to best use for the situation. In the real world, when most people hear about a serious problem, their first reaction is “What can I do about that? I’m nobody.” Empowerment puts players in real-world situations where they can take risks and say, “I’m going to do something about that somehow. I can think of a way.”
This plan of action lays guides the development of the Empowerment game.
Ultimately, Sim belongs to everyone. Initially, it is my responsibility. As a founder, I intend to dedicate myself to guiding its development until it becomes an autonomous leaderless movement of independent participants continuing the work without my supervision. Like a parent, my goal is for the child I bear to grow up and move out and have children of its own, not to keep it under my thumb long after it can take care of itself.
Game development can be both profitable and free. There are business models that can be built around open-source development.
Large open-source projects like Linux distributions make money by selling packaged versions of their open-source products. People buy the retail copies instead of downloading disk images for a variety of reasons.
The holiday gift-giving season is a major financial force in the gaming industry, and not everyone has the time or sophistication to download and burn discs. The sheer size that Empowerment’s data files are likely to achieve will give many pause. It will quickly balloon to DVD-size proportions of multiple gigabytes, and few people have DVD-Rs or the patience to download something that large.
Software can start as commercially developed and be sold for a long and profitable business cycle until it undergoes a time-delayed open-source release.
Bandwidth is less of a factor now that BitTorrent can be used to place the file-serving load on the downloaders themselves. Counterstrike is an example of a free game that successfully sells retail copies.
There are different “open” and “free” software licenses that entail different arrangements. It is not yet decided which license Empowerment will use.
The cutting-edge of gaming technology and development is in the commercial sector. There is not yet the millions of dollars of funding required to finance a paid but open development project. Such a model has not yet been attempted and has no proven record of success. It makes sense to develop Sim Empowerment through a combination of open and commercial game development models.
Many of the advanced graphics technologies for things like SpeedTree RT are not available in an open-source license. It makes sense to adopt these technologies for the commercial project because of the value they add, but it makes more sense for the open-source project to build something open from scratch. Both approaches can coexist. SpeedTree RT could be employed on the server to generate simpler geometry for the open clients to visualize without SpeedTree.
Empowerment is developed as an open-source project and eventually also sold as a finished commercial product with profit shares going back to the contributors based on their share, contributors can vote to increase somebody’s share based on merit, voting means more for them and less for everyone else including you, vote strength is based on your share.
Much of Linux’s development is supported by Red Hat, IBM and the industry-supported think-tank the Open Source Technologies Lab where Linus Torvalds now works full-time. It would be a
The SimPower project will progress through several stages.
This document is the research planning process.
Sharing the document with other people to solicit feedback.
Finding key developers to start the project
Developers produce code, art and infrastructure to create the game.
The game is released in its first playable form for testers to hammer on and provide massive amounts of feedback to improve all aspects of the game.
The game is declared gold master when all known bugs are fixed and important content is complete. It is released in a retail form in time for Christmas.
The game is continually updated to incorporate new materials developed by the community, each module of which would go through the same development cycle before it merits inclusion in the final game.
Think of users as players and the game as being for real-life stakes. The game is being played around us above our heads.
The project planning and management role falls on myself as the founder of the project, and in the future I may need to delegate responsibility to sub-managers to lead specific projects.
The project revolves around the major leaders in the development process who dedicate enormous effort into the project because they believe in it and have the luxury of time to do so. Leads will be responsible not only for their own work but also for leading tems of contributors.
Team contributors are people who sign onto teams run by lead developers to work as much as they can on projects.
Casual contributors make small but incremental improvements and additions to the project, filling in the holes and fleshing out the details while the leads deal with the more long-term issues of the overall framework.
The technology contributors needed most are programmers with a diversity of expertise in all the areas that will make up the game’s underlying engine.
The artistic contributors have the challenge of 3D modeling, texturing, animation, sound design, map design, character development, story writing, script coding, the list goes on.
Empowerment is an exciting and sexy project from the developer’s point of view. Unlike arcane command-line utilities of interest to a relatively tiny technical elite, Empowerment is a massively appealing project that will be used by millions of players. Empowerment elevates techies to a sort of priestly status in terms of their importance to the development of utopian earth.
Scientists in many research fields already engage in simulation-building, so gearing their work towards a shared engine will only make things easier. Some of them will gear their work towards being used by the primary game community and take satisfaction at seeing their theoretical research used in daily gaming. Others will use the engine in ways that are purely scientific and unplayable. Many simulations will discover new ways of interacting.
We are working on game.
This is our group to develop it.
How much will it cost to make a genre-defining hit video game?
The biggest costs are payroll. Video games are built on raw creative talent and hard work.
Budget = Technology + ( Average Salary x Number of Develoeprs + Rent ) x months of development
Technology = Engine License + (Software + Hardware ) x number of developers
For example:
It the game could be developed by 10 people for $2000 a month with a $2000 rent in 2 years:
Technology=$20,000 + ( Salary=$2000 x 10 developers + Rent=$2000 )=$22000 x 24 months = $244,000
Some of the games in the industry:
Grand Theft Auto, World of Warcraft, The Sims: 10-30 million Source
While not necessarily commercial successes, these serious games achieve their non-profit objectives as training tools:
A Force More Powerful: 3 million
America's Army: 2.5 million Source
But the second thing that hampered Dynamic Human’s development remains with us, and shows no signs of disappearing. DH was by far and away the most expensive CD-ROM that EAI made for McGraw, but for all that its budget was about $150,000. Mike Sellberg, who helped oversee the development of DH, tells me he thinks EAI actually spent closer to $500,000 on development. As Mike, now executive vice president and chief technology officer at iMed Studios put it, “Oh yeah, we took a bath on that one.”
At the same time, EAI could easily get more than a million dollars to make games like Barbie Magic Hairstyler or A Bug’s Life. And those budgets are child’s play compared to the $10-$30 million dollar development budgets for major hits like Grand Theft Auto and World of Warcraft.
The market rewards for entertainment content are simply much greater than for educational content, and the result is that there is a lot more enganging content being created for the purposes of entertainment than is being made for education.
Which is fine if you’re a game junkie or a stockholder in Electronic Arts, but it’s more than a little disturbing if you’re a parent or teacher trying to encourage kids to spend more time doing their history homework and less time learning how to be a video assassin.
Content creation for this emerging media is an expensive, time-intensive process, and it is likely to remain so even as the delivery technology exponentially increases in capability and decreases in cost. While the market can help companies raise the tens of millions needed to fund the creation of rich, deeply immersive environments to teach kids how to be theives and pimps, there’s just no way for a for-profit company to raise a similar budget to help create content of a similarly immersive quality to teach World History, Biology or Chemistry.
Which is where drugs come in…
Because there is a similar problem in the development of a different type of intellectual property — drugs. Drug development is exceptionally expensive, and the market does not reward the treating of all diseases equally.
As Victoria Hale, a 2006 MacArthur Fellow and CEO of One World Health, the first not-for-profit drug company, put it in a recent interview with Marketplace:
Pharmaceutical R&D, as I’m sure you know, is extremely expensive. And even the ability to recoup the development costs, let alone bring back revenue beyond that, is in some cases, for some diseases just not possible.
One World Health hopes to address this problem by creating drugs targeted at these diseases that the for-profit companies can’t touch, funding their development through philanthropic contributions of money and IP, combined with revenues from the products it creates, which will be sold in private markets in the developing world.
It’s hard to say whether One World Health will be successful or not, but the idea of creating a company that plays by different funding rules to create worthy products to address needs that the normal market mechanisms can’t address is a good one.
So why not a not-for-profit company built along similar lines to create compelling immersive content for educational purposes?
The analogy is pretty tight. Ignorance is the disease the game market can’t reach, immersive content the expensive but potentially effective cure that game companies can’t afford to create. Donations of IP could include gaming engines, development tools, as well as licenses to characters and concepts from popular culture - like the characters from CSI or the imaginative and popular world of Jurrassic Park. The immersive products could be sold to individuals, teachers, schools, districts for use on PC’s or Playstations or whatever delivery vehicles the future brings.
Any investors out there?
The success of all games depends on fun. If you feel like some Grand theft Auto-style mayhem using the social engineering system it provides for meaningful activism, you could be like the nudist on the radio station who cries out for people to tear off their unnatural clothes and embrace nature. With the realism turned low enough, this would have immediate success and result in the streets filling with naked throngs. The adoring masses would flock to your station and raise you above them as their naked Fuhrer with the radio host as your disciple.
“The map is not the territory.”
—Alfred Korzybski
“The poet Alfred Korzybski has already been enshrined in the prehistory of cyberspace for insisting on the divide between the representation of an experience and the experience itself. Virtual world builders repeat it to each other frequently, reverently, to remind themselves that they cannot confuse the shell of a space with the experience of it. You cannot build a virtual world and call it complete when you ship or upload. It is made complete again and again in each moment online, filled with people.”
—http://www.vrmlsite.com/apr97/a.cgi/spot1.html
Gestalt is a German word meaning shape or form. In English gestalt refers to the concept where an entity’s properties cannot be discovered from the total properties of its parts. The more general English equivalents are synergy, holism, emergence, and variations on the phrase the whole is greater than the sum of its parts
http://en.wikipedia.org/wiki/Gestalt_psychology
The journey is the destination. Empowerment is not necessarily a game based on rigid competition. The idea war is like that, but it is more a matter of building something than destroying someone else.
“Brilliant example recounted to me by Dave Marvit: Two of the world’s top Go players met here in SF a while back for a challenge match. A reporter asked one of the players’ assistants what the match would represent. The reporter was not prepared for the response: “Two players come together to make perfect art,” the assistant said. Go is not a zero-sum game. There is not a ‘winner’ and a ‘loser’ in the binary Western sense — the experience of the game itself, with both players contributing to it, is the perfect art and truth itself. The outcome simply means that a particular game is over. Its message has been made manifest, whatever it was. The game is a consensual hallucination that takes place in the physical world.”
—Misty West, http://www.vrmlsite.com/apr97/a.cgi/spot1.html
“A generation is defining itself through virtual combat, without the casualties or consequences of World War II and the Vietnam War. And who knows? Maybe one day we’ll figure out less destructive ways to have fun in Carmack’s dreamworld. After all, it would be a shame if, having invented cinema, we made only war movies. Carmack might even be the one to broker that virtual peace. He doesn’t spend much time gaming anymore. But he isn’t giving up on the virtual frontier he opened.”
— http://www.time.com/time/magazine/article/0,9171,1101040809-674778-3,00.html
“There’s something fundamentally interesting about the world in a box. If somebody can be an emperor in a virtual world, with only a cheap computer, is that really a fundamentally bad thing?”
—John Carmack, http://www.time.com/time/magazine/article/0,9171,1101040809-674778-3,00.html
Empowerment can stage a variety of different scenarios.
Empowerment is a platform for building scenarios that enables end users to produce interesting new experiences. The more kinds of derivative games they create, the more players will try Empowerment and the more variety of learning they will have. User created scenarios also obviate the "Official" game developer from the responsibility of providing every possibility in the original game's scenarios.
There are numerous scenarios, worlds that recreate approximate presents and possible futures.
Some worlds only offer a few key locations that are developed in detail. Larger areas can be made accessible by applying procedural changes.
Procedural change can be created using things like trends and forecasts. For example, if population graphs and economic predictions are charted at various data point resolutions, jumping into the foreseeable future will shift the whole planet along those lines. People will age and die according to probabilities.
For example, if Alex Peake lives at an address in 2005, in 2006 he will probably have moved in 2007 according to his goals most likely to Vancouver, San Francisco or New York.
Scenarios can be recorded for playback and edited much like a musician recording live instrument input and sequencing it to perfection.
Present worlds are based as closely as possible on how things are now.
Near futures show show what could plausibly happen in the near future.
Todays are scenarios approximating the real world as it is right now.
Foresights are scenarios which show the far-reaching implications of making certain choices today.
Hindsights are scenarios which show the runaway consequences of not making certain choices today.
How did Hindsight go wrong? Apathy is the constant that was allowed to reign in the Hindsight. People abdicated their personal sovereignity to higher powers, becoming like children ruled by their parental institutions and uncontrollable impulses. Alex abandoned Empowerment because nobody listened to him or showed interest or the general public never caught on. In this world, we learn about the reprecussions of our apathy. Inaction is an act of apathy. Foresight 2020 Hindsight 2020 Hindsight 2020 is a darkish future will provide the guns and glory RPGers are used to, while the Present will be there for people to get used to. In Hindsight, ideas have taken their course. In some places corporatism is supreme and ideas like Free Trade have run their course according to a certain perspective on how they will turn out. So the ideas are exxagerrated to their extremes. Players deal with the effects of theories instead of thinking about them. Someone could make a sim where nasty pinko activist anarchists have ruined the glory of capitalism too, if they want :0
The Sim Technology project develops the underlying tech that powers empowerment simulations.
All the technologies that form the underpinnings for Empowerment must be open-source and cross-platform to make distributing Empowerment free. The long timeline involved in large-scale game development means that whatever decisions are made now with regards to game technology must still make sense when the game is completed several years in the future. That can be a long time in the fast-changing world of game development, and technologies that seem state-of-the-art now can become painfully dated in comparison to more forward-thinking projects.
The game platform is the hardware on which the game runs. The game platforms in order of popularity are: Windows, Playstation, XBox, Game Cube, Macintosh, and Linux.
Targeting Windows as the highest priority game platform makes sense because Intel Mac users and Linux users can both run Windows on their machines to play. A console platform version would require substantial simplification of many aspects of the game such as the user interface to accommodate the limited capabilities of consoles.
The game platform’s hardware determines the capabilities available to the game developer. It is necessary to consider PC capabilities years down the line. The higher the requirements, the narrower the audience will be with hardware fast enough to cope. It would make sense to use LOD in more than the graphics engine to offset these problems, tuning physics detail and simulation granularity to accommodate simpler systems. GPUs are likely to increase graphics power exponentially, but storage and memory becomes a bottleneck when the game needs to load data faster than it can be provided, resulting in disconcerting delays. Dynamic loading must be smooth and unnoticeable to maintain the illusion of the virtual world.
Game development must be targeted for platforms on which it will run. It is desirable to make the game run on many platforms at once. This necessitates using game technologies that support cross-platform development. It is feasible to develop the game first for Mac/Windows/Linux with console ports soon after. Playstation and Gamecube are unsuitable until they support hard drives and other PC-like features, but already Xbox support is made easier by its commonality with Windows.
Interface Devices vary from platform to platform, but computers generally have the mouse, keyboard and high-resolution monitor, while consoles have more limited controllers with a dozen or fewer buttons and blurry low-resolution televisions unless plugged into expensive HDTV.
Empowerment should not require overly exotic technology that puts a satisfying experience out of reach for the average gamer, but it should eventually be enhanced to allow advancing interfaces to increase the immersiveness possible for those with the technology. 3D Displays can bring incredible depth to graphics. eDimensional.com 3D glasses can make existing computer displays with drivers display alternating stereoscopic images for glasses. Interface solutions like gloves and goggles may become viable in the future. http://www.ghostrecon.net/html/3d.htm
A game engine is a whole set of technology components designed to give developers a complete platform upon which to build game content and scripting logic. Empowerment will itself be a game engine for developers to build on top of, but it will probably be necessary to employ an existing engine for lower-level technology while focusing on game design and innovative new technologies instead of reinventing the polygon.
The top game developers like ID and EPIC license their leading Quake and Unreal engines to other developers for substantial fees. The problem with all these engines is that they are commercial and cannot be used for open-source projects.
Mods for the leading engines can be developed to leverage their cutting-edge technology and distributed freely. This might prove to be the most cutting-edge approach to start with: open-source mods for closed-source games. The advantage of mods is simple. You get all the excellent and tested technology on which to develop your content. But you lose the ability to distribute your game as a stand-alone product including the engine itself. This might be an intermediary step before open-source engines become viable options.
Unreal 3 is a very developer-friendly platform used in many leading games. No version of Unreal has been open-sourced as Quake II has so choosing Unreal technology gives little hope for eventually becoming free technology unhindered by retail game modding or commercial engine licensing.
Unreal 3 demo videos show some impressive physics like refrigerators with hinged and sliding components and support systems collapsing under shelves.
The next-generation engine from ID for Doom 3 is the graphics champion with its realistic handling of lighting, leaving open-source efforts in the dust until they catch up. Doom 3 has in-game editing tools but does not yet have real-time editing during gameplay. Carmack wants to implement such an editing environment in a future game.
Half-Life’s engine is also very impressive but less widely licensed than Unreal and Doom.
Renderware is a complete technology platform and development studio including design, graphics, physics, intelligence and audio. It is especially popular for console games such as Grand Theft Auto III. Renderware claims it has an edge because integrating the closely related aspects of gaming enables more efficient code sharing than is possible using separate component APIs. Renderware Studio is a real-time game editing platform and development management system.
Nicolas, Web Delivery, Aegeia Physics $2000 $250 Indy (No PC publishing) per seat.
There are several open-source game engines currently available. It would be possible to embrace on of these and contribute to its development rather than starting from scratch. The limitations of open-source game engines are many. Because they are far behind the leading-edge in technology development taking place in the commercial game industry in terms of developers and popularity, they compare unfavorably in the eyes of gamers. This could change if more developers were attracted to developing an open-source engine on account of its relevance to a cool and exciting game project like Empowerment.
The leading open game engine project seems to be CrystalSpace. It supports many cutting-edge features like: bump maps, procedural textures, curved surfaces, dynamic lighting, particles, volumetric fog, soft shadowing, frame & skeletal animation, level-of-detail balancing, halos, OpenDE/OpenAL/OpenGL support. It lacks several important features: Good networking, speed optimization, vertex shaders. CrystalSpace was developed without commercial input, demonstrating that such open-source projects are feasible. It has about 700 subscribers.
Once (once.sourceforge.net) is a MMORPG based on CrystalSpace that will probably show how many of the technical hurdles can be overcome. Much of its code should be usable by Empowerment since it is open-source.
Neoengine seems less developed than CrystalSpace but is worth noting.
Torque was originally developed commercially for Tribes 2, and still carries licensing restrictions, but has outstanding networking support and in-game editing worth looking at and emulating.
Stunning visuals are what draws players into a game world. Without cutting-edge graphics, the visual quality of the game suffers by comparison to better games and the immersion is lessened. People tend to find believable whatever looks better than what they’ve seen before. SimCity’s black-and-white 2D graphics were compelling to people who had never seen GTA’s 3D city streets teeming with urban life, but it takes more to capture a player’s imagination today.
OpenGL is the open-source hardware-accelerated 3D graphics library that visualizes stunningly detailed scenes in real-time. It is already used in almost every game engine and platform. Its nearest competitor is Microsoft’s DirectX, which is unsuitable for cross-platform development. OpenGL is the clear choice.
LOD (Level of Detail) is a technique for adjusting graphical quality for real-time performance. It downscales to a number of increasingly simplified models that can be swapped when they get farther away or the frame rate drops. The distance at which LOD comes into play depends on the display resolution, so higher-res systems will reduce LOD farther away. LOD does necessitate multiple models, which increases file size and complexity. LOD should scale all the way from much older graphics hardware to the cutting-edge in cinematic real-time 3D. There are a great many graphical features that can be implemented to improve the game visuals. The choice of graphics engines and game engines will probably determine what can be implemented initially.
Bump mapping is an especially convincing graphical effect to enhance the lighting complexity of objects. Normal mapping (http://en.wikipedia.org/wiki/Normal_mapping) is an advanced form of bump mapping that encodes XYZ angles using RGB instead of a grayscale height. One game that uses normal maps well is Deus Ex 2: Invisible War. It feature cobble stones that just pop out in 3D when lights move past them and shadows blocking the specular hilights. Displacement mapping actually occludes itself and appears to have geometric depth. Polygons: Real-time 1500 bumped vs 250,000 rendered
Shaders implement complex texturing techniques. For example, detail textures are level-of-detail bumpmaps that come into view when a texture gets close enough to start pixelating. Surfaces like woodgrain, speckled stucco and brushed metal are excellent examples. Detail textures are assigned in addition to the primary texture, and only appear when the texture is about to become pixilated according to LOD.
Dust that accumulates on surfaces like computer monitors interferes with use during sunlight when the glare makes it difficult to see. Wiping the dust off leaves only oils, which may be random spots or keyboard-shaped marks.
Challenging subject matter like natural plants can be rendered with new techniques like those used by SpeedTree (http://www.idvinc.com/). It is commercial software, but it shows what is possible in the future if an open-source equivalent can be developed. This toolset lets the builder design trees, populate them into the modeler across rugged terrain with customizable distribution, and render them in real-time using an automatically LOD-scaled engine to blast thousands of totally vertex-optimized trees into OpenGL at once with realistic wind interaction.
There are a variety of next-generation graphics technologies becoming available with new GPUs. Implementing all of these is a major undertaking, but the long-held dream of achieving cinematic realism in interactive real-time gaming is worth the effort. Vertex Shaders Complex programmable effects like ripple simulations can now be programmed as vertex programs. Per-pixel shading Specular hilights and other effects as maps enable complex surface shading like combinations of metal, clothing and skin. Dynamic Lighting Unified system of truly dynamic lighting that changes with time. NVIDIA has posted videos of an impressive demo of real-time dynamic lighting. Self-shadowing and soft shadows really add realism to the lighting. Doom 3’s engine will fully implement this technology for the first time. Gas Station dx9demo/main.html
Unlike bump maps, these actually deform geometry instead of merely lighting textures. Motion Blur Truform This GPU-based technique creates additional mesh smoothness by interpolating four polygons from the normals of the modeled polygons. This allows smooth meshes to be transferred without clogging the GPU. Truform also allows dynamic LOD so that only nearby objects will gain the extra detail. Truformed objects have smoother silhouettes and lighting than the lower-polygon models they enhance.
This technique reduces the blurring of nearly perpendicular surface textures such as the ground. This should be free from the GPU. Antialiasing Anti-aliasing smoothes jagged edges, one of the ugliest artifacts of polygonal 3D graphics. New GPUs make anti-aliasing almost free.
Character AI is one area where Empowerment will innovate dramatically over previous games.
OpenAI is Sim Empowerment’s revolutionary new artificial intelligence model. It will facilitate multiple overlapping models of AI in a general framework that makes AI programming easy and powerful. Perception and the Sensory Services Model OpenAI handles the sense perceptions and biological systems of the character. Whatever decision-making the character uses, its higher thought runs on top of these “services”.
OpenAI abstracts the sensory system to perceive the environment from the decision-making process to guide actions within it.
Examples of current technology in AI scripts: guards who patrol and investigate noises and can be distracted by various ruses such as thrown pebbles or animal noises. They notice signs of intrusion such as opened doors or damaged property and sound an alarm, summoning reinforcements. This could serve to distract them from other areas as a distraction or it could result in a player becoming surrounded.
Ideas are like programs running in the AI’s brain system, interacting with each other and the perceived environment. This will closely mirror the AI used in the roleplay, but with the added challenge of explicitly programming all the possibilities without the subjective human interpretation of roleplaying.
Getting around the real world is much more complicated than navigating a simplistic game map. There are regional boundaries to be crossed and multiple forms of transportation to be utilized such as elevators, stairs, bicycles, buses, cars, airplanes, trains and more. The use of transit will depend on well-designed AI ideas governing benefits of each method.
Character animation is an important part of making a convincing simulation. Combinations of key-framing and motion capture are desirable. Motion capture is currently only done by the big studios, so it may not be feasible. Facial animation is a must to convey convincing emotional responses. Speech animation is also important to convey communication convincingly. It would look great to have all the phonemes of speech matched up to the text-to-speech. I’m not sure how this will work yet or what technology should be used. Interpolated animation and physics interactions
Games like Oni show how animation should flow smoothly between actions rather than waiting for one to complete before the next one begins.
Human and other animal bodies have bodyparts with modeled joints and flexibility constraints. Hair that can be shaved, burned, messed, combed, modeled using geometry up close.
Most games have special keys assigned to each command, giving the player detailed freedom of movement only in terms of their walking and facing. It would be great to give freely articulated motion to the player’s hand to let them touch objects in unscripted ways, such as to sweep something off of a table or pour a liquid. This will remain awkward with the mouse until more immersive input methods are available like gloves.
Physics engines (also called game dynamics) detect hard collisions between interacting objects in real-time and simulate the forces of inertia, gravity, friction and other real-world factors of moving bodies. The most popular application of this is currently the “rag-doll” effect of seeing gunshots and punches fling victims to the ground and off walls in a million realistic ways. Empowerment has much more use for physics for things like biological simulations where many organisms can interact and highly detailed environments like city streets where many vehicles can move realistically. It would be cool though to make many objects that come apart out of their component pieces, like making tires that can be pulled off cars to replace a flat using a jack. OpenDE ( opende.sourceforge.net ) OpenDE is an open-source physics engine for simulating articulated rigid body dynamics - for example ground vehicles, legged creatures, and moving objects in VR environments. It is fast, flexible, robust and platform independent, with advanced joints, contact with friction, and built-in collision detection. OpenDE might be too intensive to run universally, but it could be invoked during physics-related interactions and substituted by simpler physics to handle simple walking about. OpenDE’s creator previously developed MathEngine, which is now part of Renderware, the leading console game engine. This suggests good things about the performance and quality of OpenDE. A commercial game called Monster 4x4 (http://www.monster4x4.com/) uses OpenDE, as does the free Racer (http://www.racer.nl).
Review: “We used OpenDE for GooBall and found it to be extremely brittle and prone to extreme explosions in random directions and we were only using one object for physics interaction. We switched to Aegeia and helped port it and have been much happier with it. They are great guys to deal with.” —Nicolas, Over The Edge
Aegia is Mac and PC friendly.
Havok is the leading commercial dynamics engine. Havok is integrated into animation packages like Maya and 3DS and web tools like Adobe Atmosphere and Macromedia Shockwave. PPU: Physics PROCESSING UNIT ACCELERATION http://www.ageia.com/pr_03082005c.html
It may be necessary to develop additonal physics systems from scratch given the increasingly broad scope and high realism required for Empowerment. Liquid poses a whole laundry list of physics simulation challenges, as do different materials and terrains. Flight and outer space perspectives might need their own way of handling things. Open-source flight simulators might be relevant: (www.flightgear.org)
Gas: Fog and smoke as a more realistic kind of volumetric substance. Billowing effects add realism as seen in Ghost Recon and Morrowind.
Liquid: Dripping, pouring, pooling, soaking. Rippling, reflecting, mixing, drinking, swimming, drying, waves, shorelines. Postal 2 has some of this. The ultimate liquid engine should let you do some high-school science experiments in real-time.
Temperature: boiling liquid turns into hot gas and burns! Freezing. Shattering.
Fire: Overheating, flammability, extinguishing, melting eg. Wax candles dripping.
Magnetism: Magnets attract and repel. Fridge magnets are an obvious example of everyday magnets.
Flotation: Boats that actually float and lower into the water with added weight.
Friction: such as putting down your feet on the ground to stop a bycicle and being held to the ground from a moving car to suffer friction damage. Modelling creation of sparks. Velcrow. Knots. Friction creates sound.
Bending & Snapping: colliding with poles, snapping objects in half, shattering objects into pieces, breaking chopsticks, etc. Destruction: Breaking up objects is something only Red Faction has done with their GeoMod technology. For example, a player chops down a tree with an axe or rips a paper in half.
In many games, you have to jump over or crouch under obstacles. GTA San Andreas and others allow you to climb up fences. But in many cases characters are unable to crawl through small spaces because they lack mobility and animation complexity.
The camera should be mostly first-person, but it can be set to third-person or even allowo a top-down strategic point of view for admins. The tools admins need to control a large-scale world are the same tools that ideology strategy players need to orchestrate large-scale simulated campaigns.
Networking support is extremely important to running massively multiplayer games with acceptable speed. Crystalspace’s networking is currently lacking. MMRPG engines use all kinds of tricks to manage huge server loads, such as distributing load between federated servers along regional lines. Engines like Unreal can support dozens but not hundreds of players.
The game toolset is the set of tools with which developers will build worlds for Empowerment. It will empower the core team to build the first world and all the content to go with it and serve community developers adding new modules to extend it further.
Creating 2D game interface elements like menus, HUDs and help systems should be doable in-game. That way, if you create an object with some logic to handle its behavior, you can quickly connect its logic to controls like menus for players to interact with. For example, you create a telephone with multiple lines and hold. You quickly create the menu for players to click on the phone and put people on hold, switch lines, etc., or you create a mechanical pencil and create a menu to refill it.
The default appearance is minimalist, using clean lines and sans words overlaid on the 3D worldview. The overall approach is to avoid using unnecessary intrusive graphics and focus on the immersiveness of the environment. Health should be represented by visual and audible cues like limping and moaning rather than silly numbers.
Every game system needs a toolset for core developers and community mod makers to create and alter the game’s content. It must be easy enough for a newbie to quickly build simple worlds and powerful enough for advanced designers to fine-tune to minute detail.
===View results instantly===v Sun positions, colors, terrain attributes, water volumes, sky, clouds, weather, fog, placement, scale, size, rotation, triggers, logic Polygon Modeler: Detail Sketchup (http://www.sketchup.com) is a great example of how easy modeling can be.
All the game’s 3D models have to be created using modeling tools. These will initially be external, but internal tools would be the goal to make editing a seamless part of the game experience instead of an offline challenge. An open-source modeling package called Blender (www.blender3d.org) is being used on the Once project. Popular packages like Maya and 3D Studio should also be supported.
Texturing turns flat models into colorful materials by wrapping bitmaps onto the polygonal surfaces. Higher-resolution textures stay sharp at higher magnification, but can overload GPUs.
Creators can 3D paint in real-time by clicking on an object and choosing ‘Edit Texture’. This displays a 2D projection of the texture with painting and simple layers. An Export button allows for opening an external editing application such as Photoshop via clipboard copy-paste. Shaders: Textures can now incoroporate advanced procedural pixel shaders that generate new levels of complexity beyond the simple texture map approach. Shaders should be applicable from a library of effects and compound textures consisting of shaders and textures should be lumped together.
Real-time texture modification has other applications for in-game use such as to enable certain advanced effects like splatter maps. Splatter maps are ways of showing where liquids and other such partially-covering effects have touched the object beneath, so that if someone splashes your arm with water, you won’t drip from your entire body, just from the area affected, and if you spray paint a wall and touch it before it dries, only the painted areas will leave paint on you.
Tile-based modeling like that found in Neverwinter, Simcity and Blizzard games provide instant results but are constrained by a limiting grid. The problems start when tiles and polygons meet. A building created using untiled polygons is no longer modifiable with tiles. It is like sequencing tempo-matching MIDI over freeform audio.
Blending between meshes from different sources and maps like the edge between the countryside and the city or more detailed areas like roads.
Erosion operators
Fractal terrain generators
Realistic earth terrain can be generated by combining several sources of detail. Maps and satellites can be combined with detail-generating techniques like erosion simulators and terrain generators. Deserts, for example, can have their own special terrain generation system to create details like salt flats, oasis, sand, etc.,
Rule-based texturing tools based on masks like slope, altitude, fractal distribution, all in real-time.
Satellite Imaging
Creating Cityscapes
The city environment is modeled in a real-time fashion like the Sims. Objects can be placed instantly from a library of available items relevant to the site. The list is automatic, so natural features like local plants and landscaping alterations show up when outdoor areas and various fixtures show up when viewing a room designated as a bathroom.
Complex objects like entire buildings full of objects can be assembled in temporary space before placing them into an environment.
The coding engine implements the low-level technology referenced by the scripting engine. The scripting engine is the principle method of developing game logic. Script implements humanly understandable game rules in explicit programmatic form for computerization and simulation.
Scripting must be easy enough for non-programmers to start using. The balance between easy and powerful is hard to find. A compromise can be achieved by simultaneously supporting a powerful low-level coding language like C or Java and an easy higher-level scripting language like basic. Beginners start with script and gradually start using more and more code as they get more ambitious. Exotic techniques like the visualized dataflow graphics found in prograph might be helpful aids in visualizing scripts.
The Earth is the focus of all Empowerment. The Earth and other planets are simulated within the context of Sim’s encompassing universe.
Unlike the majority of games other than Second Life, you can look down and see your own body interacting with the world. In fact, doing so will become necessary and important to store and retrieve items you are carrying. Putting things in hard-to-see places becomes a literal pain in the neck.
“Real Time: The real world. Go to your front door and open it. See all that stuff out there? That’s called Real Time (RT). Scary huh? Okay, now get back to your computer! Quick!”
—Reality Check, Manga by Rikki & Tavisha Wolfgarth-Simons
Lattitude and Longitude Lines, city lights, cloud animation, daylight,
EarthBrowser is a Mac program that lets you view webcams and information about various locations.
Most of the intricacies of outer space are rarely relevant enough to human-scale events to warrant detailed simulation, but simple details like visualizing accurate stars and weather are very powerful realisms for creating verisimilitude.
Satellite data could be used to provide a cloud overlay that would then be used to generate detailed local cloud models. Updated data would be transitioned rather than just swapped like a morph.
Round Earth, Flat Maps
Joining worlds
The world is simulated and depicted as a real sphere with a global coordinate system. It is broken up into regional locations that are nested hierarchically and may overlap. Some modern technologies such as telescopic lenses and other modern long-range sensor technology make regionalization difficult. How can warships track 10km distant targets and satellites track ground objects if the servers are separated artificially every few kilometers?
A smooth transitional effect between the global model and the local model like the whooshing of clouds by the camera or the white glow of re-entry would smooth the change between round and flat geometry.
Human-scale maps are flat. This is sufficient over most city-scale distances, but over states and continents it breaks down. One solution is the transform from the globe to a top-down projection and then zoom into that. How has this been done before?
Terrain height-mapping is more CPU-intensive than depicting the smooth earth, and should activate only when zoomed in closer to a manageable area.
Distant objects blur into view. Artificially imposed fog can make the horizon popping effect less abrupt.
You find places by entering street addresses, landmark names, . Cities are modeled or generated from maps with dynamic LOD.
You can create landmarks to keep track of important places. Every simhuman has landmarks for their relevant locations such as home, work, school, shopping.
There are many different layers of information that can be selectively layered on the world globe depending on the player’s context.
Geographical and ecological regions of climate, species, terrain, soil, pollution, moisture, rainfall, earthquakes, volcanoes, hurricanes, tsunamis, flooding.
Roads of different sizes such as interstate highways, routes connecting your favorite locations. LOD can be used to dynamically increase detail as you get closer to the area.
Political borders of different kinds such as the US & EU, states, counties, city limits, voting districts.
Landmarks like police stations, retail outlets, hotels,
Google Earth is a program that displays a 3D world with visible landmarks and satellite imagery and terrain. Empowerment lightmap shows not only the places where people live with electric lights, it shows the places where people are emancipating or idealizing like little stars that grow into suns that connect. Communications show up like strands of light.
The globe can be orbited by rotation, altitude and angle.
Interfaces should stay on the edges of the screen, especially the bottom, and be minimalist translucent vector lines of white light.
A console is always available for issuing programmatic commands but it should not be necessary for normal operations or casual players will be intimidated and alienated.
Controls should be infinitely configurable, scriptable and saveable online along with other account information. Defaults should be easy to learn and a help button and key should show a keyboard overlay with rollover explanations of what each key command does.
Playing the game is like having the power to try anything in the world without consequences.
Sim Empowerment’s “game world” is meant to simulate whole Earth, but it can only achieve an incrementally improving approximation as new locations are modelled with ever increasing levels of detail.
Empowerment’s first version starts with some key power center locales and some iconic locales that can represent typical smaller regions from the school up to the town up to the national capital. The most important pla
State Capitals:
Liberal, Conservative, & Battlegrounds
Campuses
Universities Georgetown
City Colleges
San Francisco: Silicon Valley Technology Industry
New York: Financial & Media Industry
Los Angeles: Hollywood Entertainment Industry
Vancouver: Cool place to network but cut off from US influence
The simple value of an “activist” simulator is the main new idea. Play a hindsight, run up against a really nasty outcome, identify the causes, go back in time, try to avert them without telling people you know the future. A side-effect of Empowerment is that your perspective can be focused on your role so that this world seems the realest of worlds.
Automating the campaign world is an interesting goal.
Interests are a definite Idea feature. Reading things and doing things sparks interest in different topics.
tech: thumbscrews replace tool screws. Makes it serviceable without parts.
Empowerment network: the simplest payment form in the world: pay for the bandwidth cost to your provider!
Empowerment's DOSPEC AI constitutes a breakthrough in artificial intelligence technology. It is a DOSPEC because it is a set of requirements for optimizing activity within a defined framework. The candidates for DOSPEC AI will compete and evolve in continuous improvement.
This is our developing documentation of the ideas.
Character AI is one area where Empowerment will innovate dramatically over previous games.
OpenAI is Sim Empowerment’s revolutionary new artificial intelligence model. It will facilitate multiple overlapping models of AI in a general framework that makes AI programming easy and powerful. Perception and the Sensory Services Model OpenAI handles the sense perceptions and biological systems of the character. Whatever decision-making the character uses, its higher thought runs on top of these “services”.
OpenAI abstracts the sensory system to perceive the environment from the decision-making process to guide actions within it.
Examples of current technology in AI scripts: guards who patrol and investigate noises and can be distracted by various ruses such as thrown pebbles or animal noises. They notice signs of intrusion such as opened doors or damaged property and sound an alarm, summoning reinforcements. This could serve to distract them from other areas as a distraction or it could result in a player becoming surrounded.
Ideas are like programs running in the AI’s brain system, interacting with each other and the perceived environment. This will closely mirror the AI used in the roleplay, but with the added challenge of explicitly programming all the possibilities without the subjective human interpretation of roleplaying.
Getting around the real world is much more complicated than navigating a simplistic game map. There are regional boundaries to be crossed and multiple forms of transportation to be utilized such as elevators, stairs, bicycles, buses, cars, airplanes, trains and more. The use of transit will depend on well-designed AI ideas governing benefits of each method.
LAIN
http://en.wikipedia.org/wiki/Serial_Experiments_Lain
cyberpunk
autonomous with guns
that aint my robot, that bitch is lyin
we have a surprise for you: the mother is here!
forget anonymized IP, now you need to waer gloves cause that robot will be in forensics when it does something naughty.
collectivize the learning process
latent variable model
correlations
HDR ideas
efficiencies
calculating 4 ideas that are 90%, 80%, 5% and 1%.
Calculate the threshhold ideas fully and randomly pick between 1% and 5% only 6±5% of the time.
Online algorithms
writes its own code
Like TCPIP I'm making the comms protocol that is simpler than NLP
battle chess
Giving ideas their own characters beyond just icons
we're going to be nice till its time not to be nice. -swayze roadhouse
AFTER ACTION REVIEWS
experience
query all past wakeups and factors that led to them
see which correlated most
getting sleep and checking alarm clock
cache that as a new belief
competition between AIs with competetive coding
character class that is AI researcher
you are a 3d character coding your dynamic loop as it is running for your test subject
you need to be able to take omniscience of any person
your cloud
their cloud imperfectly emphathized and knowledge understood like knowing the symbols being used
your reaction may be to the wrong idea entirely
we view ourselves as a component of AI just like the reptilian brain is part of the human brain
obstacle courses
distributed AI for characters that override the core algorithms with better predictions for things under your own control or things that let you control them by agreement
you are competing on the basis of mindshare
you can never get too much of it because there's always a new idea
After you take over the world you get to meet aliens and persuade them.
"Sell vacuum to an alien" —Nathan Rice
Chooinsg a career is like choosing aspirations to explore
Lets say there is a tech tree AI
you learn how to implement or invent preexisting algorithms
until you become smart enough to really write the code by gaining the required skills
Open-source is the only feasible way to develop Empowerment because of the freedom it grants and represents.
The freedom it grants makes it freely distributable and openly collaborative for developers. The freedom it represents makes it appealing to developers and players alike because it serves as a guarantee that contributions to the open-source project will not be wasted by corporate greed. It guarantees that if there is a disagreement in design philosophies between developers, the project can branch instead of self-destructing, creating diversity instead of decay.
Open-source is a legal framework for the public development of software technology.
Open-Source can best be understood by reading Eric Raymond’s essay, the Cathedral and the Bazaar. It is a great example of an open book that is both free and profitable. It was published freely on the Net and gained a wide readership popularizing the bold new ideas of open-source software development. It was also published in a conventionally distributed and priced printed book form, with sales largely fed by its online popularity amongst people who had not paid anything for it in the first place. Being free was the key to its being profitable, not a hindrance. http://catb.org/~esr/writings/cathedral-bazaar/
EMP will incorporate developers from around the world collaborating on a common project. It is unlike commercial games that are developed by small, tightly knit teams on short schedules under commercial pressures.
SourceForge Development System
Team management and help wanted listings
File package listings
CVS: Concurrent Versions System is a tool used by many software developers to manage changes within their source code tree. CVS provides the means to store not only the current version of a piece of source code, but a record of all changes (and who made those changes) that have occurred to that source code. Use of CVS is particularly common on projects with multiple developers, since CVS ensures changes made by one developer are not accidentally removed when another developer posts their changes to the source tree. Though CVS repositories are most commonly accessed using a special piece of software called a CVS client, we also provide a web-based interface to view CVS repositories. Browsing the CVS tree gives you a great view into the current status of this project’s code. You may also view the complete histories of any file in the repository.
nightly build management, forum management, mailing-list management, technical support tracking, bug report tracking, feature request tracking,plugin tracking, patch tracking
Foundries: SourceForge.net has created areas for top-tier Open Source developers to congregate, get information, contribute code and collaborate on a particular technical topic. These areas are called Foundries. A Foundry is a targeted software development Community built around a specific technology focus. It’s where developers share expertise and news, get and give advice, and generally help each other develop better software, faster. Some key features of Foundries: Contain news and original content that pertain to the technology focus of the Foundry, Newsletters, Searchable mailing list archive to see past discussions and research information, Software library, Foundry Guides who are leaders in their respective fields and chart the course of the Foundry and the information within it.
To say an upstart project cannot take on the industry titans is to ignore the 500lb penguin staring you in the face. Linux, with its cute penguin mascot Tux, sets a significant precedent for David vs Goliath success.
Its unpaid developer community managed to outdo the world’s largest technology company. Whereas Microsoft has to employ a hierarchy of thousands of full-time developers and management to achieve its immense profit margins and market share, Linux is a project shared by freely associating developers who create technology they want to use. Microsoft already considers it the most serious competition for the lucrative server business, and Linux gets closer and closer to desktop acceptance with each free new version. What Linux did was inspire a watershed of smaller open-source projects that contribute to its diversity and strength as a whole. Thousands of developers have created totally free technologies rivaling the commercial software industry in scope and quality.
Good ends achieved by good means
The game development process is as important as the technology and game design itself. All progress and future development depends on a successful and effective process. It forms the superstructure much like a written constitution forms the basis for governmental operations. For more information on the open-source nature of Empowerment and the process it entails, see Empowerment: The Master Plan.
The challenge of open-source game development is that the majority of the leading games are developed using closed source. There have been some notable successes where amateur game developers achieved immense popularity and bridged into commercial success, such as Counterstrike. Counterstrike started as a mod for half-life and became the most popular online first-person shooter game. It succeeded on the strength of its excellent gameplay and is still enjoyed today despite the dated technology of its six year-old game engine.
It is a common mantra amongst open source advocates that open source software isn't competing with commercial software because it is free and can continue to be developed without profiting on market share. In actuality, all software competes for mind share, regardless of the underlying business model. The need for quality and popularity competetive with commercial offerings is even more important for an activist project which seeks not merely to make a lot of money but to have a widespread positive effect.
One area where open-source has yet to initiate significant changes is game development. Empowerment is the project that will change that, and in the process, repeat the success of Linux.
Profit motives skew corporate developments and prevent them from enlisting the full community.
There has been very little open-source game development. FreeCiv is an example of a clone that improves only on the technology of the original game design.
Scientists in many research fields already engage in simulation-building, so gearing their work towards a shared engine will only make things easier. Some of them will gear their work towards being used by the primary game community and take satisfaction at seeing their theoretical research used in daily gaming. Others will use the engine in ways that are purely scientific and unplayable. Many simulations will discover new ways of interacting.
ManyOne is doing all kinds of scientific portals using World Wind code
http://www.crocodile-clips.com/crocodile/technology/s14_2.jsp
Plants and nature are an important area to simulate.
"Wolf is a very cleverly made animal simulation. When I first played it, I was impressed with the amount of effort the designers had put into the game to make every aspect interesting. The premise is quite simple: You are a wolf, part of a pack. In normal simulation mode, your only goal is to hunt animals for food, avoid humans and interact with other wolves. This wolf interaction will ultimately lead to mating, which is very difficult to achieve."

Speedtree is a ready-to-use technology middleware solution that integrates with game engines like Unreal to display millions of incredibly realistic 3D plants of all shapes and sizes.
OpenTree?
SpeedTree is proprietary software, making it impossible to use in a fully open-source game. It is possible that an open equivelant technology could be developed to replace it, but a SpeedTree-enhanced Sim Empowerment would require a licensed game. It is conceivable that a SpeedTree-based solution could be optional, like a plugin, with poorer stand-in trees for the open-source version. Or, if a game engine could be purchased for a flat fee rather than a royalty, enough money could be raised to purchase a license for the open game, which would make the
SpeedTree-based code free if not completely open-source. SpeedTree is now integrated into Unreal 3.0 and the XBox 2 platform.
SpeedTree’s most impressive quality is its ability to smoothly scale from detailed close-ups to aerial forests. Trees and grass look photo-realistic as they sway in the wind. From above the trees you can see the forest in dizzying detail. From high above the forest you can see the mountain landscape.
Many in the d20 gaming community may have heard about Spycraft’s chase mechanics. Indeed, these rules are popular candidates for repackaging as Open Game Content.
The authors decided to take the concept of chases and develop it further. The basic set of mechanics used in chases has been simmered down and used for the basis for a variety of different situations called dramatic conflicts. In addition to chases, the dramatic conflict rules cover brainwashing, hacking, infiltration, interrogation, manhunts, and seduction. (The seduction rules are not just limited to romantic seduction; the scene with the Emperor and Luke Skywalker at the end of Return of the Jedi might be modeled as a non-romantic seduction.)
Three basic terminologies are retained from the chase mechanic: predator, prey, and lead. The aggressive character is designated the predator and the passive one the prey. The lead is a score from 0 to 10. If the predator reduces the lead to 0, she achieves her goal. If the lead is raised to 10, the prey “escapes” (resists the seduction, interrogation, etc.)
Dramatic conflicts are resolved in a series of conflict rounds. Each round, predator and prey each select a strategy. Strategies can change the lead as well as provide other benefits. The selection of strategies may be limited to the predator or prey, and may also be limited by skill ranks or class abilities. Most strategies are resolved with an opposed skill check; the particular strategy governs which skills may be used and possibly provide modifiers.
In play, dramatic conflicts provide formalized methods for conflicts other than combat, but still providing a feeling of evolving tension. Additionally, they can be used abstract away some action that might take a long time to resolve “on screen”, that might otherwise provide an excessive focus on the activities of a single character. This