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Thread: Terra Z Life Online: One Step Closer to Transition

  1. #1
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    Terra Z Life Online: One Step Closer to Transition

    Greetings,

    I am finally a part of the TZM forum after reading listening and viewing all I could on TZM's aims and position on the fate and possible solutions of our world. A brief history on my self so that you may better understand where my below ideas steam from. I built my first computer at the age of 7 years old, I fell in love with the basics of programming. Also at the age of 7 years old I began martial arts. I found that the function of martial arts and eastern philosophy that I was taught was to make me and the other students emulate the evolving perfect system of nature itself and how the movements and lessons where a lot like the skills I had learned in programming. Everything had a system to it and could be upgraded bypassed modded and improved at will. I wanted to communicate what I had learned and my ideas on things that pertained to our daily existence in the current social system but people never listened. I found through entertainment and fame people of all different views and positions where listened to and often considered no matter how ludacris the position. In doing a radio show inspired by zeitgeist the movie I found that illustrating the ideas advocated was near impossible with out the use of media.

    I titled this post "Terra Z Life Online" because I feel that the next step for communicating the real principles and goals of the movement is as simple as an online game. One that acts as a visual, technological, and creative simulator for how life will be in the future we all on this forum advocate and it could serve as one approach to tackling the propagandized ideas of what the transition would be like. Take The Sims (city and a like), Monopoly Online, EVE, WoW, and many other online sims and games. They all have one thing in common that they support and reinforce the current zeitgeist instilling people with the "this is the way it has to be" notion. If we make a game that depicts the life of the sane future how we as people will interact in it and the level of creativity and choice/freedom we will have. I feel we will not only give the public a clearer picture but a standard to build from.

    So all this maybe your asking if I have any idea or have given any thought to how this could work. Well i have, its been ew6 years from the first time this idea has crossed my mind. We would need to break down an RBE in to numbers and percents the game engine could use. At launch we would sub in some hypothetical data for available resources managed by the RBE. I think the real alour of a game of this kind is that it would come with tools to build what you want your way. It would be alot like the game Minecraft in the since that the fun is in really being able to build it your way but in TZL it would be in relationship to balancing and exploring. After the game launch I think It would be easier to get actual data from around the world to plug in but in the beginning i know it would be hypothetical.

    I am going to leave it at that because I am curious to see if this idea is even popular and if others can expand on the possible functionality of a game. I really would love tons of feed back as I am a Gamer and entertainer not a game developer.

    these are pictures i found on google on from Entropia Online and the other not sure wear from but this is what i see when I see this game
    Entropia-2012-03-25-15-36-09-358.jpgcity-in-the-sky-6766-1920x1200.jpg
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    I think a game that focuses on helping players to understand the ideals behind our process will help us win the interest of gamers more. Only because not everyone will take an interest in the tonnage of limestone that exist in a region and how that effects production of the photo-voltaic paint required to paint the X number of houses meant for production in the next two months. Unfortunately the most impressive and exciting aspects of an integrated RBE are not really the most fun to interact with (which is what games are, interactive digital entertainment). Socializing with the people of a RBE world will hold interesting speculative ideas of the potential of the ideas but I'm not sure players will feel as connected to people that don't exist yet. Because so much of the process is automated the player is a spectator and although it's transparent, the feedback really is a bunch of data at best along side a bunch of automated systems to ensure the comfort, prosperity and survival of humanity, with little left for humans to do other then keep coming up with ideas to test. This process seems exciting on the outside (getting the green light on a project that will help the region as well as the world) but in reality a simulation of this experience would involve the study and understanding of the processes behind any project (like creating a new eating utensil to replace the others that span across the different cultures). A true simulation of a RBE world could come across either as very dull or very fictional.

    In my opinion the game-able aspect of an RBE is the road to achieving one. We know where we are at informing, educating and spreading the word about this structure and we know what's involved in achieving this. But the road to moving from here to a tangibly changing world needs to be one that each individual feels educated and empowered enough to take to even talk about it let alone attempt it. This game should aim to do just that. A player should see the stepping stones and road blocks between here and there and get the chance to try them out. Actually implementing ideas like modular self sustaining food production, vacuum mag-lev transportation, centralized production, regional resource tracking, etc. These sorts of technologies could kill our attempt to build an RBE just as easily as it could help us achieve it and players should know why.

    Although walking through a city of the future is exciting and interacting with either bots or other players getting to know how all this "works" is important, but I honestly feel it would be science fiction. Although we could project a lot of current day technologies into this, we're assuming they will trend with regional requirements and be applicable to the needs of the locals, without knowing if it's the case. Even the location of cities and the transition from our way of life is unknown. This isn't a problem, but in the case of trying to educate new members to the Zeitgeist movement I'm not sure this fiction will grab them the same way a more personal story could. Elements of the existing games you mentioned should be explored and almost definitely implemented but I'm not sure if a Simulator is the key genre to focus on. Only because I think a simulator would appeal most to the existing members and a new audience might just see an expensive new city and not understand the underlying ideals that are its true foundation at first glance.

    As I mentioned I would suggest a personal story, an individual activist just learning about these ideas allowing new members to understand the movements ideals through this story. From there I would simplify our planet as a whole, turn our world into a toy to play at being an activist with. Place a few cities in each continent and populate them with a hundred units that represent that regions population diversity, culture and potential. Use a symbol based system of communication to interact (something like Simglish) both personally and like the Zeitgeist website tools, digitally. Then challenge the player to connect with their city, discover technical projects and attempt to actually build them. Explore known monetary and political traps, as well as social walls that the player must overcome and understand the individuals they are dealing with. Attempting to spread the word and achieve the amount of involvement required to even start to make tangible change. Then lastly the ultimate step, informing and involving the world and taking the technical steps the world needs to achieve an RBE all the while skirting the historical conflicts and dynamic events that shape the planet and its people.

    The reason I think this design would work, even though it's also fiction is because it is a fiction that makes our task (the task of a Zeitgeist activist) into a toy. A toy that can be played with, failed at, won and everything in between. It makes our personal task of spreading the word and finding the first steps towards this reality fun and empowering. The game can break the ice for someone that's never attempted social activism. It gives them the courage to talk about something they're probably be much more familiar with. Winning a game. Since a RBE aims to help us all win at life, this game will help players learn to win for all of us. An education all gamers need.

    What do you think?
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    I love the idea. And I think Matthew is right. I think every intelligent and informed human should understand that a RBE is possible and would bring efficient equality. However the intimidating factor is how the transition from our current global political and economic system to a RBE would take place
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    thank you for the positive feed back. Sorry I have been away for a long while but yeah. I like what you have added and i agree with you on many points. I would like to share a link that would be the flip side of the coin to the idea so far. Democracy This game exists and I almost turned in my gamer card when I saw it. Simcity, The Sims, Civilization, Democracy, and so on have all showed the gaming world the current para-dime and have reinforced its values. I see a simulator as taking the most skeptical and negative person and putting them in the driving seat and asking them "ok so what will you do now?"

    The game I have in my mind is all about transition. Make a current map with every city on the planet on it and allow the gamer to take control of their favorite city and try to overcome the day to day problems. Give the player the opportunity to arrive at the same conclusions that we all have. Yes the player is playing with different ideas but also is taking a lesson in problem solving rather then bandied patch work.

    I really like the idea of giving the player a story and a more personal and relate-able experience too. I think the greatest impact will be in putting the player in the driver seat and asking how would you fix this. If you stay true to current tech and also allow the tech that is not so popular or has no funding to be developed in real life to exist as options in the game. Or allow them to come into being overtime through game play then you stay in the realm of possibility and not so much in the realm of science fiction. It is also a good chance to show the player that the tech really exist in real life.

    You can also make a puzzle game where situations come up on the fly and the player has to think their way out of them. There are many ways that keep an RBE fun and engaging if we focus on giving a player the opportunity to arrive at the same conclusions about how simple and viable a RBE really is or can be. We only need to get the player curious and they will seek us out.

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    I dont think to many people are toworried about a simulator game being "Too" futuristic

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    GOOD FRACKING IDEA, but make sure you put in a lot of great dialogues and storylines to get people hooked.

    Make it as realistic as possible, the game world must be based around existing tech, not ultra futuristic stuff like teleporters or molecular replicators. Just my thought.

    Hammer in the messages of TZM using this game as much as possible, ESPECIALLY during the INTRO, get people hooked with the idea that using existing tech and a little cooperation, we can actually do this in the real world. Challenge players to fact check the game against real world tech, there is nothing more attractive about a game than its ability to relate to reality as much as possible.

    Just like how a good movie can relate to many fans because it depicts things that are real and are happening around them everyday. A good example of similar successful realism games would be Grand Theft Auto and other Combat simulators (Call of duty, Battlefield, etc).

    The INTRO is very important, I cant stress this enough, its what gets me interested in most games. Maybe you can use a slideshow artsy format to show the dire condition of the future and its up to the "Player" to do something about it.
    Last edited by TheLamelyNamed; 11-05-2013 at 08:55 AM.

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    Who here would be interested in playing such a game ?

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