That Cult Game, part 3

July 25th, 2006

The Game play has been eluding me for a while, which means I’ve been losing sleep over it. In the Theory of Fun “cast” of gameplay - colision detection vs. simulation, I’ve decided it’s a simulation. Basically, I’m creating a mathematical model of memetic infection with resource constraints - thereby forcing players to establish footholds on resources, and keep control of them.

Also, have a name, first pass on logos (I suck at graphics) and the rough IDEA of how teamplay is going to work. Taking the spinning plate theory and a bit of Rag Doll Kung Fu type of play should work out as the “toy” part of the game. You group your members together and start them spinning - once they get enough “power” in the spin, you can use it for something. The amount “energy” you can store is limited, so it’s use it or loose it. With expenditure caps.

Memetics engine:
Transmission vectors - the number of vectors (mouth & pamphlets, seminars, radio, TV, internet).
Vector Spikes - (events of conversions, etc.)
Message - the core message that inspires the modification of behavior. Note that behavior modification is more important than the message.
Mods: the actual behavior mods that impact the spin of your members.

So, some of the resources you can spin are:

  • Promise - measures how appealing your cult is - too weak and no one wants to join, too strong and too many join
  • Burn - Effects Spin and Mods - How much damage being in the cult is causing your members - too much and you’re starving them, too little and they will have energy to do other things - affects Resistance
  • Resistance - the membrane between you and the rest of the world - too weak and you lose cultists, too strong and it’s hard to recruit (includes things like “copyright”)
  • Atrocity - Every cult has deaths and atrocities. Too much and you attract attention. Too little and your followers will not endure for you (and change their behavior)

Members have the following

  • A Health - amount of burn a member can endure
  • A “spin” value - the length of time a member can be “spun”
  • A “gen” value - for each game attribute, basic is 1 member, 1 attribute gen, longer the spin, the higher the value, the more burn is done.

Game Gen Attributes:

  • Money - allows for extra vectors and purchasing of events and resources
  • Genius - creative ideas
  • Soul - the mystical essence of the soul, related to magic and miracles

Resources:

  • Base of Operations
  • Recruiting Centers
  • etc.
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