Sweep of History — thoughtspace
Monday, September 26th, 2005This is exactly what I don’t need right now: an idea for another project.
Wouldn’t it be neat to make a game in which the ‘characters’ are countries, social movements, memes, and the people who are loyal to them? You could have generational play, moving the focus from the world-spanning down to the concrete and individual and back again, so at one point the players are different countries vying for dominance, and then they decide to ‘zoom in’ to a handful of people caught up in that struggle for dominance?
As long as the ruleset was minimal and flexible, you could play anything from cavemen to transhuman space colonists, and in fact you could play the cavemen to the transhuman space colonists. Allow the pace of the game to be scalable per group, so if you wanted to jump a hundred years, you could play out those years in culture-zoom and then zoom back down to people that are the descendants of your original characters.
The game should provide systemic rules for the people influencing the cultures and the cultures influencing the people, changing stats that reflect what’s important to the culture and people and what resources are available to them. This would probably be why the focus gets zoomed in and out — the only way to power up your culture is by playing an individual, and vice-versa.
Ideally there would be more than one ‘level’ available, instead of just culture/people. Something more like culture/nation/province/city/people (The West / The U.S. / California / Los Angeles / Josh). Best customizable, creating levels as you need them — and upgrading your culture from city to province is an in-game effort. Perhaps individuals can be apotheosized into social movements (Jesus of Nazareth, anyone?).
Explicit ways in which cultures can merge or sublimate eachother — so the Thirteen Colonies can federalize into the United States, or one duchy can conquer another one.
Ownership of cultures and the ability to make characters in other people’s cultures should have explicit rules, allowing me to subvert your culture (and maybe take control of it) with some well-played people within it. So too would introducing new cultures (and new people) have some procedural rules.
Stats (by which I mean stuff-on-pages-with-game-effect) would be player-created, with an emphasis on the descriptive and evocative. Call them Qualities. Qualities could be inherited (going down from culture to individual, so my Frenchman is lusty) or could be… uh, invested (bad term, but going up from individual to culture, so my Susan B Anthony gives her culture sexual equality).
I’d prefer the ‘character sheets’ for cultures were somehow a running record, so you could see the imprint of the original culture in the culture that’s been developed through play for thousands of in-game years.
Perhaps there could be some sort of record made of the game, so that it could be played indefinately by a continually-changing group of players (see 10,000 Blank Cards) so while there is no end-point, this doesn’t assume that your gaming group will play this game and only this game for years on end.
Ideally this would run GMless, which avoids the problem of which players of which cultures play which people. Players jump into individuals to counter the other players, and the like. That would mean that the zoom feature would have to be under player control, as well — probably as a currency spend sort of thing. There would need to be player currency divorced from the individual characters — either as an assured “earn 2 points per turn” or you earn them off of the success of your owned cultures and individuals.
Crap, now I’m thinking specific game mechanics. So you start play with a pile of currency and a starter culture. Maybe it’s a caveman village, maybe it’s a planet in a galactic empire, whatever. It starts off with two or three qualities. You can spend currency to ’spawn’ off an individual from your starter culture, and spend more currency so he inherits some of its qualities. As a new spawn, he also gets his own, new, quality of his own. You spend some currency to zoom the camera into individual-scale (or maybe this is covered in the cost of spawning him), and he can do ’stuff’ and if he’s successful at doing the stuff, he can invest his new quality onto his parent culture, or he can acquire a following, which transforms the individual guy into a social movement, which bumps his parent culture up a level. Other players can spend currency to spawn off some of their own individuals to confront your individual to prevent him from doing either. Something like that, so you’re forcing the qualities (and player effectiveness) up and down the tree.
Probably need a mechanic somehow to remove qualities you don’t like, or qualities that other players forced into your cultures. Also need a mechanic to downgrade cultures (nation to province, province to city). Hm.
Perhaps every quality that travels is signed by the player who started it, so if their quality becomes dominant in that culture, they gain control of that culture. You might even want to get somebody else’s qualities if they’re useful — just not too many of them or else you lose control of your culture. Dunno if that can jive with the thought of other players spawning individuals off of my cultures. Perhaps that rule doesn’t apply to individuals — they’re always controlled by their creators, and since they don’t last long comparatively, it’s not an issue.
I’m not sure I’d want it to be about taking over as much as possible — I’m encouraing imperialism enough already with FLFS — so maybe there’s a sort of burden or upkeep involved to disencourage that sort of play. On the other hand, I don’t know what sort of goal should be attached to the game, either. Of course, it would be difficult to really go imperialistic, since even if you maneuver your culture to subsume other cultures, the other players can infect your imperial culture with their own qualities, and wrest control of it away from you even as you ascend to world-spanning power.
Additionally, I don’t yet have any privileges that are associated with ownership — perhaps a discount on spawning off individuals, but I’m not even sure I like that. Amusingly, a disincentive to control anything might work even better — if it costs less to spawn off of a culture controlled by someone else, that means that there’s even more mish-mash of inputs. Heh. Players might try to foist control of the globe-spanning empire off on one another.
The mechanism by which players earn currency is what will cinch it. If you, say, earn currency for every culture that you control when your turn begins, then the game is all about gaining control of as many as possible. If you earn a flat rate of currency per turn, I suspect the game goes flat — it becomes a rattling machine but it doesn’t go anywhere. Perhaps currency can be earned via in-game resources (coal, lumber, industry, colleges, etc) expressed in qualities on the culture’s “character sheet”. So you’ll work to found universities and build factories. That could work. It would also encourage the building of infrastructures, if my Interstate Highway quality helps me build Factories.
Need some way to avoid death-spiral resource-hogging, where one player controls as many resources in order to have the most currency in order to have control of the zoom, spawn, and inheritance/investment. Or do I? Is that perhaps what the game is about? Perhaps if there is no distinction between resources and non-resource qualities (so sexual equality gives you currency just like factories do), the game is about creating and moving around those qualities, and that seems a lot closer to target.
Maybe — you earn currency for each quality you own on cultures you own, but must pay upkeep for each level of culture you have. So your starter village with cavemen and two qualities earns you one currency per turn, but your level-7 empire with only six qualities actually costs you currency every turn. You have to ensure that your empires are strong enough (and ‘yours’ enough) to be empires before you promote them there. Simultaneously, other players can either destroy your qualities or even force-promote your cultures so they become liabilities.
I need lunch.

The Circle of Doom is back again, just for reference.