A RPG, where you build your character and travel through the universe, solving riddles and mysteries to find hidden treasures. An open range of choices to solve these challenges is a core element in this game.
Genre: RPG
Platform: Computer PC
As Artificial Intelligence is developing rapidly, digital games, as the most interactive digital medium, can play a vital role in making a difference as it has the ability to study human behavior and act as a public database, which will serve distribution of data.
The concept was inspired by Yuval Noah’s article Why Technology Favors Tyranny:
”then the most important contribution you can make is to find ways to prevent too much data from being concentrated in too few hands, and also find ways to keep distributed data processing more efficient than centralized data processing. These will not be easy tasks. But achieving them may be the best safeguard of democracy”
”for every dollar and every minute we invest in improving AI, we would be wise to invest a dollar and a minute in exploring and developing human consciousness”
After building your hero character, your journey starts through the universe planets to find the “HIDDEN TREASURE”. After every seven planets, there is a major stop, where you find a hidden treasure. It is up to you to decide to stop or keep going. The further advanced you get the harder the game becomes.
Each planet focuses on illustrating a main philosophical concept, where you will be faced with a challenge and you will make the choice of how to solve it, which ultimately will determine the path of your journey.
The game starts with designing your character. You will have to choose the physical and psychological features, which will affect your health points. For example, if you choose Glossophobia as a psychological feature, and you are in a situation where you have to speak to a group of people, you will lose health points. If you keep putting your character in uncomfortable situations, your health points will get low, you will then have to “rest”.
Rest planet is where you play challenges with no path choosing, and with every challenge passed, you get extra health points. You have to balance playing these challenges when needed so you earn health points when needed.
With every challenge passed, you get extra health points and gold. Your health points ensures you keep moving forward, while your gold is spent to buy tools and items through your journey. Crafting new tools will cost more gold, so you will have to balance using your resources. The list of tools will be open to modification and addition by players. Player’s suggestions of tools will help with building the game’s entity.
While navigating in the planets, the more facilities you visit, and the more creatures you interact with, the higher your chances are of collecting raw materials that will help you craft tools.
The game’s purpose is to study the neuro system of human beings through their reactions and choice making while traveling in the planets, this growing data base can help providing data for the making of a lot of AI applications, and hopefully helping decentralization of the data needed to build AI.
The game tries to provoke the players’ sub conscious to think of patterns and possibilities. Reflecting from human life, choices span is designed to be infinite at some point. With every choice you make you lose all the other possibilities of how the game could have gone (Opportunity Cost Theory). This game is built to interact with the audience players, their actions and choices could open new paths in the game, so the players could always request new tools, and suggest new solutions.
At the start of the game, not all the choices will be available, but as it is developing and collecting data from players, it will start to grow until it accumulates a large database.
(Philosophic Concept: Plato's Cave)
Everything in this planet is made from mirrors, even people who live there has developed body parts of mirrors. They see what mirrors reflect, not reality.
Challenge: convince the inhabitants they are seeing through mirrors, and they need to see reality.
Solution 1: show them there is a bigger picture by bringing a huge mirror that reflects all the smaller mirrors.
You have to find a crafter, to craft this huge mirror for you. The crafter asks you a favor in return. There is a limit to the number of favors he can ask you. If you keep denying, seeking a better deal, this path will go to a dead end suddenly.
Solution 2: you decide to break all the mirrors, and find out a way to make the inhabitants see through their eyes. Maybe ask a biology scientist for help. He will also ask you for a favor and it goes the same way.
Solution 3: you decide that old people are a hopeless case and you decide to work on newborns
Solution 4: you find inhibitors who are aware of the situation, but disagree with your opinion of treating it as a problem. If they convince you through your dialogue choices, you lose this challenge. Your health points drop.
Solutions are clarified through wandering around the planet, so the more you discover of it and mix with the locals the more solution options you have.
How pleased the inhabitants are with your solution, defines how much raw material and resources you can get from their planet.
(Philosophic Concept: Reflective Psychology)
All people in this planet are cursed with having scratches in their eyes. They see the world through them.
Challenge: find a cure
Solution 1: find the witch who spelled this curse. You choose whether to destroy her (might not stop the curse). The sequences of that action, might result in more complicated challenges.
Solution 2: find a way to nullify the curse by either asking help from the witch who lives in the dark forest, or the guardian angel of the planet.
How will that affect the inhabitants’ behavior? Will they be happy about it? Will you bring them the cure and give them the option to use it, or not? Or will you force what you think is best for them?
(Philosophic Concept: The Outsider)
In this planet, people walk upside down, jumping on their heads. When you arrive, you will be treated as an outsider, a parasitical who is behaving against the common known .
Challenge: blend in
Solution 1: you try to explain that your walk is normal where you come from, through designing some psychological riddles (will you risk doing it yourself or will you consult a riddle designer) and challenge the inhabitants to solve it.
Designing the riddles yourself, will be a big risk that comes with a big reward. If you succeeded in making the inhabitants respond to it, if they don’t you lose health points.
Solution 2: you decide to fight them violently, impose your existence. Will the inhabitants respond surprisingly? Or will they fight you back? In this case it is a lost case for you anyway, but you have to win this battle in order to not lose more health points.
The inhabitants response will depend on how much you toured when you first got to the planet, how much conversations with locals you had, and what dialogue choices you made.