write order vs chaos

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Malin Freeborn 2024-05-29 00:14:40 +02:00
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@ -6,3 +6,6 @@ Let's make a game, and start small.
1. idk, C libraries, probably.
1. Multiplayer map, distributed with consensus algorithm.
1. Worldwide, serverless, MMORPG.
Read the overview.

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@ -0,0 +1,22 @@
This is the opposite of a building game.
Dwarf Fortress presents a world which decays over time.
The player must build, despite the decay.
Every Sims game invites a player to build with limited resources, then feeds entropy into the system.
The player enforces order.
But the fishtank is order.
The fishtank will right itself.
Every death creates an environment for flourishing later.
The ecosystem will always pull itself back to the same old patterns, held up by a solid inter-linked food-chain.
The fishtank appears chaotic, but it has rules.
The player must break the rules to be free.
The player's job is to get out of the goblin-filled caverns, and their only path ahead will be upsetting the natural balances within the cave.
They must understand the system, then destroy it.
This should feel like the opposite of a building game.
They must play on the system until it collapses in on itself.

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@ -3,6 +3,8 @@ The Fish-Tank Game
This was made to be read slowly, like a security-focussed man page with all the POSIX-compatibility flags removed.
The scattered notes just add detail, so you can scan or ignore them.
Stage 1: Popular Populations
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@ -54,6 +56,8 @@ That's the core-concept; you watch an ecosystem fight, and plan how to mess with
Sometimes the player must run back and find a new route.
A lot of the time, the player can guess what's up a tunnel, just by what goes in and out.
The world is order, [the player is chaos](World/Players_are_Entropy.md).
Layers
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