On a massive, hybrid open world location called Antarien, in the third person perspective, with ego perspective option, a medieval, ancient to futuristic fantasy MMORPG mixture of survival, real time, horror and strategy (MH3SR) will be built.
The uniqueness of the idea lies in the way of playing with complexity through controlled group dynamics. We will try to follow the principle of the “Tamagotchi”. The game character will therefore only log out of the world of Antaria to a limited extent. The world, the character, the social relationships and the resources will therefore be able to change in a time-variant way, even in the absence of the player, in a group dynamic and highly scalable manner.
Via the smartphone the player gets an interface to his virtual world. Here, extensive functions with alarms, events, appointments, etc. are displayed. Considering the fact that we only serve one server world across international time zones, the world will never sleep.
In the absence of the player (AFK/offline) the character will follow the learned knowledge and patterns. Here the character has technological, including neural networks, genetic algorithms and evolutionary strategies for learning at his disposal. But also software agents will find their application. The integration of these connectionist approaches of a sub-symbolic nature in our MH3SR are, to our knowledge, unique in this combination.
A game in which futuristic elements of an extinct species, with its obelisks and artifacts, myths, occult rites and sects that are revealed in the land, should not be missing. Whole religions are based on them. They are supposed to be superior in ethical matters, as well as in technical matters, in stark contrast to the prevailing development of the time, and to be part of knowledge in the concept of high culture. The basic idea, in contrast to the doctrine, not to establish technological progress with the progress of a civilization, but on the contrary, to reveal high technology in the process of creation with increasing backdating, is another core competence of the concept.
The central version of a player grouping is intended to establish social behavior patterns. As a core element we would like to simulate “competent possession” via “housing”. Here, whole settlements and villages should be able to be created by the community, from small dwellings, building plots to farm buildings. Special attention should be paid to the way our philosophy views how land and building plots can be obtained.
Also the richness of detail and the phases of construction of a building should be on a highly complex level. At the same time, it should also be possible for casual gamers to set beginner-friendly construction filters by reducing the degree of complexity, according to the triangular principle of speed, cheap production and the requirement of quality.
It should also be systematically guided by an intuitive tutorial. With the experience of the player, and depending on the time allotted, the complexity is automatically and progressively increased through the degree of perception and automation. A whole chapter will later deal with the topic of perception in relation to the degree of complexity.
Whereby I would like to make it very clear that this will not be a casual game. We pursue the ambitious goal of becoming one of the most complex, if not the most complex “MH3SR” of tomorrow (philosophy).
At the center of the action, is the player’s caracal self-discovery with his characters, his confrontation with body, mind and soul, which is in conflict with a hideous and secret malicious culture living in the forests of Antaria, which has no equal.
Through the establishment of opposing world views and ideas, socially complex structures, players are playfully pointed out by their actions through a tangible “consequentialism” with all its consequences, to the grievances despite their superficial perfection, beauty and grace of Antaria, to the failures of certain established systems.
The shadow powers of Antariens are represented in all influential areas, such as politics, economy, social affairs, education and research with their decision-making powers, seemingly always and everywhere, omniscient and global.
Antarien is filled to the brim with conspiracy theories, borderline science, hard facts, ideologies, pragmatics, as well as fiction in a world seemingly surrounded by myths and legends.