World Design Document: Introduction

WDD: THE INTRODUCTION

The purpose of WDD is to create a fully realized virtual environment, one that can then serve as a nexus for a variety of interrelated, narrative based applications. The events comprising this world will dovetail with the story line events of WDD, in such a way that the world of interactive games reveals additional information about the mainline story, and the mainline story in turn influences and directs the rules of the games.

As both the story and the surrounding metagame grow, they will come to include player created elements (i.e. player derived characters, or player suggested rule sets). Overtime, the number and variety of these elements will grow, until the world is populated primarily with content generated by the community, controlled by the community.

In order to foster this community centered approach, WDD will rely on three pillars, pillars which define the scope of the project and it’s aims. They are:

Open Source:

  denoting software for which the original source code is made freely 
  available and may be redistributed and modified.    

In order for the community to both self-police and self-promote, all aspects of all projects associated with WDD are to be available for public access. This includes the source code for the website, virtual world, attendant games, as well as information relating to the story, the aims of the project, etc. Although TOTAL transparency isn’t always possible, when it is, WDD aims to achieve it, and to continuously push the boundaries of what is included in public domain. We want anyone to be able to engage the project at whatever level and intensity suits them, from contributing directly to the website’s code, to voting for plot lines, to creating new narrative arcs, etc. This leads to the next pillar.

Crowd Sourced:

 to obtain information or input into a particular task/project by enlisting
 the services of a number of people, either paid or unpaid, typically via 
 the Internet.

Whenever possible, WDD strives to be created and perpetuated entirely by a community of individuals, in such a way that is mutually beneficial to both the project and the creators. Although direct monetary reimbursement will not always be possible, WDD will always strive to reimburse contributors with in game value, so a users in game return is equal or greater to what they devoted. The danger of this crowd sourced dictum is that the project loses cohesion and direction. To negate that effect, the final pillar is designed to build systemic momentum.

Work For The Present:

Focus on projects that can be easily established, foster the first two 
pillars, and can scale with interest and involvement.

There are as many paths to game/story development as there are paths anywhere, and it’s impossible to know precisely which way will lead to the greatest adoption, which strategy will lead to the most interactions. Therefore, WDD will always attempt to pursue AND ACCOMPLISH the most prominent option, operating under the belief that some things will fail, some things will succeed, and it’s usually impossible to know from the outset which will turn to which.

  • Eventually, this principle will be expanded into community driven projects, where the user base decides what gets production time, completing the Open Source/Crowd Sourced loop.

 

These three pillars are interrelated and interdependent – none of them can work unless all of them are operating. The following posts outline some projects at the core of WDD (the Story line and Morpheme apps), as well as a variety of options that may or may not come to fruition, depending on the prerogatives of the community. The project only gains followers through openness and transparency, it’s by those follower’s efforts that the WDD Project Series continues, and it’s by the successful completion of these projects that more people become aware of the platform and it’s goal. This self feeding cycle is the foundation of the WDD idea, and the basis for all of the extrapolations that follow.

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2 thoughts on “World Design Document: Introduction

  1. One of the things I like about ST is that bad guys can’t stay bad guys,. You eventually learn about their mootaviitns, and the bad guys become just … guys.

    Like

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