Ok, we have to admit something. "Slums" is a buzzword created by our designers. There are no "slums" in Warsaw City. How do we call this location in our game? A mushroom. A mushroom of workers building Warsaw City.
The real "slums" of Warsaw is the Undercity. Ground Cleaners clean the ruins of the old Warsaw. This is where the outcasts live, some of them using technological advances, but most are often cut off from the grid. They have their own language, their tribes, use night vision equipment to see better, and are generally hostile to possible "guests" from above.
Check out this piece of art by Marcin Jakubowski. It is an illustration created for the second book of the Gamedec saga - Locomotive Salesmen.
Let's check our in-game codex for more details about this particular area:
„The authorities realized that new cities, capable of housing tens of millions of people, needed to be built. Vertical cities. Fields. Projects of giant towers already existed at that time (like New Tokyo), so there was something to build on.
The towers' construction problem was that for their foundations, large quarters of Warsaw had to be demolished, which met with apparent protest from the indigenous inhabitants. Workers originating from the capital refused to work in most cases. However, some immigrant professionals undertook the effort. And they were hated for this. There were acts of hostility. Assaults, casualties. The companies erecting the towers were forced to create workers' habitats on "mushroom" - structures challenging to access by ordinary residents.
Try to imagine structures resembling tall toadstools erected in demolished neighborhoods, surrounded by a surging, angry mob. Now imagine the foundations of massive towers rising beside them. Now the mushrooms stand abandoned in great towers of gigantic cities. Their finials (hats) are below the lowest walkways of the city. They are often uninhabited because undercity savages don't know how to climb them, and no one else wants to fly there. However, suppose someone flies up to such a mushroom. In that case, he will see a strange, old structure (130 years old), which is decorated with various "additives" - pieces of stained-glass windows of churches and different other architectural elements from the old Warsaw.
The towers' builders took revenge in this way and played off the hatred that the old inhabitants of Warsaw had for them. Inside they are ordinary habitats, something like workers' bedrooms: beds, furniture, kitchens. If someone arranged themselves there, they didn't pay the rent because it was a space, not wanted by anyone. They can put their furniture there, their beds, and so on.
"Slums" are also sometimes called low parts of sidewalks that no one visits. Temporary or more permanent concentrations of vagrants and homeless people can form there. They make shelters to protect themselves from the dirty rains, but they do not stay there, chased away by the police. The history behind the 22nd century Warsaw City is one of a kind, but what about people who usually live in the "slums"?
We have another codex entry that might interest all of you:
„Report from the psychological study
Study group: children and adolescents aged 7-17, raised without parents, on the sidewalks of the Low City, living without a roof over their heads for at least three years. The number of subjects: 45 children (15 girls, 30 boys).
Control group: 45 children of the same age and sex, raised in Low City in full families. The study aimed to determine the degree of alexithymia (inability to recognize and understand emotions in the interlocutor and oneself), emphasizing the interlocutor's facial expressions. Children in the study group exhibited alexithymia to a moderate to a severe degree.
A correlation was detected between the length of life "on the sidewalks" and the severity of alexithymia. In extreme cases (five boys, aged 11, 12, 13, 15, and 16 years and one girl, aged 16 years), the subjects were only able to recognize the threatening" and "non-threatening" faces on the holograms presented to them. They could not distinguish between faces expressing disgust, fear, anger, curiosity, and shame. They identified them all as "threatening." They identified faces representing joy as "non-threatening."
Declarative tests showed that these children, having detected a "non-threatening" face, needed to exploit its possessor: to transact with him (typical statements: "I would sell him some crap", "I would buy something from him on the cheap"), to extract information from him or any resource that can be monetized.'
There was an observation of marked involution of brain areas responsible for feeling guilt or shame. Respondents asked if they would be able to deceive the holder of a "non-threatening face" declared "yes" without fear. When asked if they would feel bad afterward, they answered in the negative ("He would blame himself", "It's not my fault the bream", "He would do the same", "Everyone does it", "It's the law of the sidewalk").
Twenty children (seventeen boys and three girls) grouped disgust and anger into one facial expression, embarrassment and curiosity. At the same time, they placed joy in a third set, but, like the first group, graded them as "very threatening," "perhaps not threatening," and "not threatening."
The remaining group (nineteen respondents, eleven girls, and eight boys) showed moderate alexithymia when recognizing facial expressions: they mainly mistook disgust for anger, while, like all previous groups, its members found it difficult to identify their feelings.
Living alone in the lower areas of Low City, especially for minors without adult supervision, drives the compulsion to survive in hostile conditions, and the lack of positive social interaction results in the formation of the "psychopath syndrome." It is a set of traits consisting of an inability to identify and understand one's own and others' emotions, a lack of guilt when harming someone, and the subjective treatment of people encountered.
The authorities of Free Europe should begin to contribute to the education and care of young, homeless citizens of polis because they are the ideal fry for criminal organizations and can pose a real threat to the safety of themselves and other residents of Low City.”
As you can see, Warsaw City is full of various social and historical stories just waiting for you to be discovered! How did you find our article? Would you like to read more about the history of what happened to people between the 21st and 22nd centuries?
If you're interested in Gamedec, an upcoming cyberpunk isometric RPG, join our Discord channel and share your thoughts!
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
It’s time to share with you what was happening in the development of Gamedec for the past month. We have some pretty exciting news to share, so bear with us and dive deep into our changelog.
By the way, if we have some Kickstarter Backers out there, we kindly remind you to head to our Discord server and tell us why did you decide to back our project – we would love to know the reasons on a video for an epic montage purpose 😊 We would also ask for your attention regarding our Gamedecverse cocktail contest – the best submissions will be included in our game!
Without further ado, let’s check what we were cooking in the meantime!
Let’s start with a completely new Loading Screen system. We decided it needs tweaking and now it’s more immersive. What’s new? There is information regarding the place where you’re heading with a clear distinction if it’s a sensory world or just plain Realium. We also added more graphics and some cool animations to make it more pleasant.
Profession and Deduction trees are very important in terms of gameplay but also pure visual style. We sat down with Designers and UI Artists, answered some fundamental questions which resulted in some major changes to these two mechanics. The core is the same, but the visuals and the UI will be easier to comprehend and use.
How to pave your way? Well... this is an option :)
One of the major issues feedbacked after releasing the Backer’s Build was about the dialogues and the overall writing quality. We’re making everything we can to make sure the final release build will be as polished as possible and you will see the improvement in the updated version of our demo which is coming soon to all of our Kickstarter Backers.
Ah yes, the sounds. The lack of music and SFX in the first demo was widely discussed and we know this is the field we really need to show you what we have in mind. We expanded our talented team of sound designers. They work very hard to deliver a memorable experience. Modified SFX, mood music, and some ambient sounds will create a perfect gaming harmony. Trust us, you REALLY want to hear what we’re preparing for the final release.
The most noticeable update will be the improved lighting system for the upcoming Backer’s Build update. We might spoil a little bit for you right now. Check out the screenshots below from Yeti’s Coming and Low City streets.
We’re really hitting the point in which every team member has a lot to do and there is no time to waste. This is why we’re all hands on deck to deliver even better character animations and visual effects. This is the news we were very excited to share. Thanks to unlocking more character skins in our Kickstarter campaign, you will have the opportunity to pick your favourite avatar at the start of the game. Check our previous video about character creation to see what we have in mind. Right now, we can spoil a little bit about a female model, that will be available in the upcoming Backer’s Build update.
And last, but not least – we are preparing a new case in an unrevealed location, which requires a lot of modeling and SFX creation. This is it, no more details yet, but we cannot wait to show you a glimpse of what our team has prepared. As always, it would be something completely different from what you’ve seen yet. Happily, Gamedecverse is flexible in terms of available games and settings.
This concludes today's report. Let us know what would like to find out next time. We’ll be back in a month with more concepts and WIP assets 😊
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
What does the life of a statistical citizen of the Gamedecverse look like? It depends on the cultural circle, the specific job, and continent, but let's focus here mainly on Warsaw City.
Social Media
In the GamedecVerse, social media exists, and it's so obvious that it's overall ubiquitous. To NOT BE on social media, you have to block out a lot of things, because if you don't, and you agree to all the questions while registering your walktel / omnic / glasses / lenses, here's what will happen to the life of an average citizen [let’s call him Victor]:
His walktel / omnic will create a continuous network logging. That is, it will record everything he sees and hears. The device records until it runs out of storage media. When it runs out, it places everything in a theoretically private secure cloud and then, using the device's internal memory, overwrites the previous logging. As a rule, one string lasts about a week.
The artificial intelligence of the walktel / omnic will post to the Citizen Hub (more commonly known as CitHub, or Hub) those moments of his life that contain a lot of emotion, which the device will detect by analyzing the owner's tone of voice and the people around him.
Intimate life scenes are not posted in Citizen Hub. You need to enable this option (unlike all the others) and enjoy watching your own and others' exploits in the Erotic Hub, where only those who have enabled the appropriate option in their devices have access.
CitHub looks like a massive space in which you swim like a diver in the depths. Closest to you are the logins of your close friends, further away your distant friends, the bottom represents the past, and the ocean's surface is the present. Each new entry pushes the one that has been "floating" on the surface so far down. Each Hub user can organize the space in their own way and divide it into sectors, but this is the most popular Hub arrangement. Slightly less popular is the sphere in the middle of which the user is located. His friends determine the area of the sphere. This arrangement only works for people who have a small number of friends (determined by the Hub). Of course, your hub space can look as you wish: choose the animations that fill it and enjoy your Hub! Be in the ocean, in space, among the clouds. The sky is the limit.
If someone wants to capture a particular part of their life in CitHub, they activate the "Hub Me" command. Then he or she uploads a holm or a pholo to the Hub, usually accompanied by a comment.
If you want to capture a scene in true 3D, you use the "Scene" command, and then everyone can see the object you filmed from every angle you used.
Privacy issues
Social media like CitHub or others like it (CitHub is the most popular, though) destroy privacy, so there is a large percentage of people who don't use the Hub's benefits. It's over 50% of the population, with over 80% of users among young people using the Hub and dropping below 20% among adults. In many professions, network logging is inconvenient/compromising, and in others, it compromises discretion.
High-level managers, gamekeepers, detectives, police officers, military, Out-Rangers, priests, lawyers, IT workers, and corporate employees have most network logging features turned off, not to say that they have logging turned off at all. But many of them, for fear of leaks, turn off private logging as well.
A statistical day
Have you ever wondered what a typical day of Warsaw City dweller might look like? Surprise - many rituals from the 21st century have survived. After all, morning coffee drinking will never become a thing of the past. However, technology is changing people's habits, so let's take a look at Victor, following his footsteps during the day.
Morning
Victor is woken up either by:
by the news being turned on the screen of which unfolds in front of his bed
by a traditional beep
by music
by an intensified massage generated by his bed.
If he has a robot, albeit a Duster (a spider-shaped multitasking droid), this one can bring him breakfast in bed, though most likely Victor will get up and make his own breakfast... Sort of. First, he'll walk over to the refrigerator, which will display to him information about its contents and possibly suggest shopping at one of the well-known grocery chains. The kitchenmat (everyone has a kitchenmat) connected to the fridge can suggest a nutritious breakfast, such as a tortilla or another omelet. All Victor has to do is take the products (which the kitchenmat displays above his body) out of the fridge and drop them into the appropriate slots. The kitchenmat will tell you when the dish is done.
In the meantime, Victor can make himself a cup of coffee or tea using the almost traditional coffee machine. Importantly, his kitchen can show him various views while he waits for his dish, and the cup he's drinking his coffee in will show the same views. However, if Victor wants to save money on dishes, he can agree to have a company advertise for him on his mugs, kitchen walls, and plates. Then, the company will send him dishes, and he will be able, if he is a player, to admire on the mug the breasts of a dashing Enpec dressed in medieval armor or the sleek vehicle of a space pirate. A Varsovian can also have universal dishes that can accept all other kinds of advertising from the web. Then it will receive discounts on all sorts of products, including food, for doing so.
Kitchensmat spits out a tortilla; Victor puts it on a plate and walks to the living room, through which rounded windows (windows in Warsaw City are usually round). He watches his beloved city from a level indicating his status. The higher the apartment, the higher is their social status. Having eaten his fill, Victor gazes longingly at the servobot, which offers a drink, but it's not appropriate before work.
Work-life
Ok, but how does a typical workday look like? Is it different from what we do now? Do they commute or work remotely? Let's dive right into it.
Travel
From the moment he leaves home, Victor is at work. The unions of Free Europe achieved that much. Before that, companies were saying that as long as he is not at work per se, he is unproductive. Nowadays, Victor is traveling to the office, and he's already working because it's no longer his private life. And that's why commuting and return time is deducted from the eight-hour workday. Justice was done. You work Monday through Friday, of course, with Wednesday's hours reduced to six.
Among other reasons, many people in the GamedecVerse work without moving from home. This makes both the employer (the employee does not spend half a minute traveling) and the employee happy. However, this type of work does not work everywhere. You can be a virtual receptionist (if the office provides such a position and has an automated reception desk). You can work from home as a freelancer (engineer, graphic designer, writer), but homeworking is more difficult with a team. It is worth mentioning that homeworking sometimes takes place in a virtual environment (the employee lies on a bed). Such people work in a network. However, despite appearances, this is not light work because, over time, it puts a strain on the body, so better companies pay such employees compensation for harmful working conditions.
Let's go back to Victor. He can go to the parking lot of his tower and fly to work by cab (more expensive option), he can get there by his own pneumobile, he can go down, take an elevator to the PTT (public transport tube), he can finally get there by aurocar (let's recall that PTT and aurocars run on the lower levels of the city, and on the lowest level PTT doesn't go any further, only aurocars run there).
During the trip, Victor can activate a section of the vehicle's window and view a section of news services and advertisements there, or he can tint his glasses and view the news in them. Not everyone has to admire their city, especially if it's the hundredth time they've traveled the same stretch of air route.
At work
Of course, before Victor gets to work, he has to go through an airlock. Practically always at the tower entrance and exit, people pass through the locks, which inform about the temperature outside and inside, pressure, and humidity. They also make sure that we have not miraculously brought representatives of fauna or flora undesirable in a given environment (the company has its own environment, right?). Work in the office has changed little and a lot if we compare it to the early XXI century standards.
People still work in teams, which many employees joke about, because any employee could be a team leader leading a team of Artificial Intelligences, and they generally are. Still, organics create "superteams," Their primary purpose is to integrate people into the company and its community. Company headquarters are full of rooms making work more pleasant, which does not mean that there is little work. The kind of views we see today at Google's headquarters in Zurich are common in GamedecVerse. Why? Companies are trying to replace the lives of their employees. Employees eat (for free) at companies, pursue virtual or real dreams at companies, and fall in love at work. There are so-called "Chat Rooms" and "F-Rooms" (Flirt Rooms), where you can officially go on a date or even experience sweet erotic moments. Romance in companies is not only allowed, but employees are even encouraged to do it. Why? So that they will gladly return to the company and enjoy staying there.
Suppose someone is reluctant to flirt with a colleague. In that case, company servers offer W-Pals, or Work Pals, bots residing on the company's network (and only on that network) that are created according to an employee's sexual needs. Many people with an orthodox view of life view these practices with distaste, but there are quite a few more modern-looking people for whom both polyamory and AI relationships are a kind of the norm.
Manual labor has been largely eliminated. People tend to work at a design, supervisory level, working more conceptually than repetitively. This results in increased stress on the nervous system, frequent burnout syndromes, neurosis, depression, and nervous breakdowns. Employees often take nano-drugs to stimulate and regenerate the nervous system, and in this respect, they differ little from professional players.
The situation is aggravated by the fact that competition in the late 22nd century in every field is pushed to the limits of absurdity, hence the need for each company to have larger or smaller armed forces, agent cells, investigators, and investigations.
While in the company, Victor may work in front of a computer screen (rare), in a vipress (the most common form of work), or a VR if team/parallel work is needed. Then (in VR), Victor may find himself in a factory tens or hundreds of kilometers away, where he supervises the work of industrial robots, remotely controls an industrial robot, or manages its work. This type of work is very popular, although less paid. They give the feeling of doing something meaningful.
After work
After work, Victor needs to chill out. After taking a Ch-pill to calm his swollen neurons and stimulate glial cells to cleanse the brain of excess metabolite. He can go to a walking platform or any of Warsaw City's numerous observation terraces, where he can watch the setting sun, clouds, and other people until late hours. De facto, these are the most frequent, most popular meeting places. Suppose he has a lot of money. In that case, he can fly in a special aurocar to the very bottom of the polygon to the Old Town, where, surrounded by a high cylinder of illusion, the Old Town of Warsaw stands almost identical to the original one. The most expensive restaurants, the most snobbish galleries, and the best possible protection from the terrifying reality of the undercity surrounding the place.
Victor can also have a drink, take a plex, go dancing, visit one of the many shopping malls where he can buy his clothes, equipment, or toys, or go to a collective cinema (Colmov) where passively participating in the holovidrome. In there, Together with the other viewers, he can decide how the action is to unfold in the film's key moments. The whole game is about pulling the audience to his side during negotiations that last a maximum of one minute.
Then Victor goes home, asks the servobot for a drink, turns on the news or the holm, looks at what he recorded that day with a walktel or an omnic, takes an anti-gravity shower, goes to bed and, lulled by a massage, transports his spirit to the land of Morpheus.
How did you like the daily routine of Victor? He surely has a lot to do, so no wonder he wants to chill after work in one of the many bars or jump into the virtualias. Can you imagine yourself living in the 22nd century Warsaw City?
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
A month ago, we published the first part of Pyrkon's (Most anticipated fantasy event in Poland) lecture video. Our creative director Marcin Rybiński and writer Marcin Sergiusz Przybyłek talked about the beginning of the game's production and spoke about how to transfer ideas from books to a virtual environment.
Now we will continue this lecture. This time, you will learn more about the individual steps in designing a case and what the process of creating characters you will see in the game looks like, from the description, through references, to creating an avatar of this character.
The video is once again in Polish, but for your convenience, we have added English subtitles.
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Want to be a part of Gamedec, the upcoming cyberpunk-themed RPG?
Suggest a made-up cocktail for one of our characters, present its unique name, ingredients, and a suggestion on how to serve [preferably with a photo]. We'll pick the best propositions and put them in our game!
Be creative with the ingredients and presentation. If you always wanted to be the party-bartender and treat your friends to something extraordinary, now is your chance. What do you prefer? Fancy and clean or cheap and wild?
Submit your ideas to http://mailto:team@gamedec.com by the 15th of March, and we will pick three winners at the end of March. We will include the winning formulas in the final release of the game. Good luck!
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
It's been a while since we shared some work-in-progress insights about the game. We're sure that many of you are pretty curious about how the game development process is going and what are our current struggles on the road to the release. Especially after we shared information about delaying the game (back in October) or asked our Kickstarter backers to prepare their input that will appear in the game.
By the way, we know you hate our e-mail reminders... but... there are still some of you, folks, that didn't send f.e. message for Gamedec voicemail. If you need help creating the script for your message or struggling with all the other rewards, give us a call, we will try to help you out. It's also worth mentioning that we are saving the right to reject all the assets delivered after the deadline since it can collide with our pipelines. However, we hope that we will not have to undertake such dilemmas.
Let's get back to today's topic, shall we?
Among all the minor tweaks and features that our designers, programmers, and artists created or implemented, we mostly focused on making the mechanics like the Character Creation tool and a Save System. Just as a reminder, you can watch our dev-diary HERE, where Marcin, Mateusz, and Krzysztof are breaking the Character Creation process down into pieces.
Your feedback from the Backer's Build closed preview also gave us crucial input in which direction we want to go with the UI. And I don't mean only horizontal or vertical alignment. We're also working on making the text more readable. Specific worlds will have some custom layouts to highlight the idea of being inside the virtual world. And perhaps this is a perfect moment to hint that something is coming? Here's the hint: Check out our Kickstarter page to look after clues ;)
What about the visual layer? The Art team is now working on a new location, but it would be slightly unfair to you, the players, to spoil everything before the release. Instead, we want to show something else. Starting with the concepts, you already know Twisted & Perverted Virtualium. The theater concept in the 2D perspective resembles buildings from the golden age of cinema. You had the opportunity to see what was happening inside and join an extraordinary showing. The Slums can be described as a deteriorated infrastructure of Warsaw City. The name indicates that it is located in the more inferior part of the city, i.e., the lower parts - Low City.
But wait a minute. Who is this lovely Mech? It's Sgt. Brut. And she’s not lovely. A huge battle robot in the Out-Rangers painting with a lot of experience on the battlefield, as evidenced by her battered armor.
Last but not least, the Animation Team progresses with their work, with a GIF below serving as an a example. Sleeping in a coffin inside Harvest Time... sounds cozy?
We also made the first attempts to run the game on a Nintendo Switch. And guess what... it’s alive! After a few initial runs we must say that the frame rate looks promising. Our QA is currently highlighting all the bugs and tweaks required to optimize the Switch version of the game.
We got to the end of today's report. Let us know what would like to find out next time. We’ll be back in February with more concepts and WIP assets 😊
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Pyrkon is one of the most anticipated fantasy events in Poland. Last year, due to the pandemic, it went full-online as lectures and presentations on various topics.
We talked about the origins and the design of Gamedec and if it is hard to transfer the ideas from books to a virtual environment, and how to do it properly.
Our Creative Director, Marcin Rybiński, and writer Marcin Sergiusz Przybyłek invite you to watch the video below. Let us know if you want to see more 😎
The video is in Polish, but we've added English subtitles for your convenience.
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Welcome to the third episode of our gamedecverse-related articles. This time, we’re looking closer to the aspect of emulating senses and pain in the virtualia. How does the system deal with such a complex physical factor? Is it possible to inflict real-life pain while gaming? Is it legal? Listen what Marcin Przybyłek has to say about this fascinating topic.
There is a problem when you create a vision of virtualia, which are supposed to be so real, the player cannot see or feel the difference between them and reality (reality is known in Gamedecverse as "realium"). When I was writing about the games of the future, I asked myself several questions. I will not write down all of them, just a few, the most important as far as this text is concerned:
Would I like, as a gamer, to feel the pain in the games of the future?
How would I like to feel the death of my avatar?
Will there be future games that would allow the pain?
If so, to what extend? Will they allow the pain to be as strong as the real one – for example, in a fantasy game, would I like to feel the torture of an axe cutting off my hand or a sword piercing through my stomach?
Will some games specifically concentrate on pain?
Would it be dangerous for the players to deal with strong digital pain?
Would I like to feel the actual weight of the stuff my avatar would carry?
Would I like to feel the tiredness of the digital body/muscles?
Would I like my body to get dirty and smelly?
Would I like my body to feel the hunger and urge to open the bowels / urinate?
As you can see, even though I said, there are not all the questions I asked myself when thinking of the games of the future, there are quite a few. My answer was (to all these questions): "It depends on the game." I decided that most gamers playing "typical" games wouldn't like to tire too much, nor feel the pain, nor feel the real weight of the guns and stuff, nor feel the physiological needs. The last ones would require additional sophisticated programming because the body of a person in virtualia in Gamedecverse doesn't urinate, open bowels or eat. So there would have to be an outstanding program differentiating certain reflexes of the real body.
In Gamedecverse, if you play a simple shooting clan MMO game, for instance, Crying Guns, you don't feel pain nor weight nor tiredness, nor hunger. You are there for the fun of shooting and fighting, not for a sim-like adventure. On the other hand, if you enter the Brahma world, everything is like realium. I mean, everything. Brahma was created to emulate realium, and its target is people forced to live in the net (zoenets), who don't want to play games but live everyday lives. It is also for children zoenets, whose parents wish to their younglings to see how they grow, how their bodies change, and so on. So "normal games" like Crying Guns and Brahma are the opposite sides of a specific continuum. Is there something in between? Yes!
Take a quick look at some of the worlds we're talking about in this article [click to enlarge]. These concepts come from the Gamedec: Boarding Game, released in 2013.
Some games allow pain if you let it. Like Twisted & Perverted. Generally, you don't feel any discomfort in this game, even during a fight. When you die, it is a slightly nauseous sensation, but that's it. You don't feel even a pinprick when someone stabs you or shoots at you. But if you agree with another player for a PvP mode, you will feel the pain. Not some excruciating torture, but big enough to… cherish it.
There is also a Goodabads game. It is an esports arena where devils fight angels flying in the skies. When a gamer gets a hit, he/she feels the pain. And it stays. When he/she gets hit again, the pain is added to the previous one. As above the head of a player, the audience can see that a Hammerfield ribbon unfolds, showing how much he/she suffers (it's a made up scale, don't look for it in the net). The top of the scale is 20, and, according to my books, there is only one player who can withstand this torture for several seconds. Goodabads is a trendy game because the audience knows that the pro-players are real heroes who learn to control neuro-induced pain and are good at it.
Now, there is a problem with the pain. On the one hand, it is just a neurological sensation informing you that there is something wrong with your body. So if only your brain can feel it, and your body is perfectly healthy, as it is the situation with the games of the future, nothing bad should happen. Well, theoretically, yes, but practically – not so very much.
When the brain feels the pain while playing a game, it doesn't understand that there is nothing wrong with the body. It starts the cascade of stress, and certain hormones are being released, the blood pressure rises, as does the pulse. "But that's also the case when a player is just excited," someone could say. Well, almost. The hormones of "bad" stress are slightly different from the ones of the "good" one. To sum things up, when you decide to play a game with the pain, you have to accept the possible health problem consequences so that the producers wouldn't have legal problems should something terrible happen to you. In other words, It will be all on you, and you've pressed "OK" - didn't you?
There are some illegal games, and they cross all the boundaries. The most (in)famous one is the Happy Hunting Grounds. It is a game of a hunt. Players who enter it dwell in the misty swamps and look for fantastic beasts, which… look for them too. In this game, all the sensory gates are open. If an animal puts a claw into your belly, you will feel it; if a predator opens your veins and tears your muscles, you will feel the blood loss and the pain of macerated tissues. You will feel it all, inside and outside. It is not like in the Brahma world.
When facing a serious accident that can mutilate your body, the program will protect you from such feelings. Nobody wants you to suffer the pain of dying. Happy Hunting Grounds doesn't protect you from the pain. What happens when you play this game and get injured in your stomach so much, your intestines go out, and you bleed to death? First, you feel the actual pain of such an event. Then your brain gets the message that you are bleeding out. What is a physiological reaction to such a thing? The organism tries to maintain blood pressure by contracting blood vessels. You see the problem here? The actual blood pressure is OK; he/she is not bleeding.
The brain gets contradictory messages so that it can react in two ways. One: go with the first protocol and contract arteries and veins, causing a rapid increase in blood pressure. Two: respond paradoxically, tuning to the game image of bleeding – widening the blood vessels in the stomach, causing most blood to go there (it is called an anaphylactic shock). The first scenario is dangerous – it could lead to a heart attack or brain stroke. The second one is even more dangerous. The lack of blood in the heart, brain, kidneys, and other essential organs may lead to death, as is the case in anaphylactic shock.
Happy Hunting Grounds is dangerous – playing the game and being injured can lead to real death. Of course, when injured, you can log out of it using a standard log out gesture with your hand. But what if your hands get ripped off? HHG doesn't forgive. Playing that game is forbidden, and if you get caught, you will face legal problems. So be warned.
And so, more or less, we have covered the topic of feeling and pain in games. As you can see, it is a continuum – from games where you don't suffer or face discomforts to games that are so real that they can be fatal.
Which one will you choose? It's your decision, my friend. You are the sum of your choices.
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
The year is coming to an end. As we well know, 2020 is perhaps the strangest year in years for both humanity and the gaming industry itself. Therefore, we decided to prepare a quick summary of what this period looked like for Gamedec and provide you with a hefty amount of information about what we’ve managed to achieve.
JANUARY
In January, we’ve published an extended version of the Dev-Diary, in which Marcin Przybyłek (AKA Author of the Gamedecverse) told us a bit more about what it looks like to live in Low City:
February was marked by solid preparations for the Kickstarter Campaign (which you did not know then because #WeKeptItASecret). That did not stop us from giving you more doses of Gamedec - Dev Diary on Harvest Time is the best example.
March also began a period of our COVID-related remote work. Most of our Team moved to their homes to avoid exposing themselves, their families, and the rest of the Team to the potential threat of the virus in the name of #StayHome. When you’re reading this, we’re still working home. Some say we’ve collected a pretty badass pajamas collection. At least the bottom part. Hopefully, 2021 will be more favorable, because we miss the day-to-day contact and kitchen small-talks.
For us, March was a significant step towards running the game as a community-driven product, as we showed you the first draft of our Campaign on Kickstarter, collecting feedback and making the necessary touches. In the meantime, you also unlocked one of the tiers of the Steam Wishlist Challenge: the first chapter of the Gamedec Book: The Edge of Reality in English as a community, which you can read at the link below: https://steamcommunity.com/games/917720/announcements/detail/3219450621197088809 You also managed to unblock one of the songs with our # WishlistChallange - we posted it on our youtube channel - what do you think? Let us know in the comments:
The day before the start of the Gamedec Kickstarter Campaign, IGN published a material in which our Head of Production - Magdalena - went through and told a little more about the matter in the virtualium "Twisted and Perverted":
KICKSTARTER
And, of course, the remarkable milestone of the year. Our Kickstarter Campaign: {LINK REMOVED}http://bit.ly/GamedecKickstarter Over 340% of the amount funded, a lot of additional content unblocked, and above all - the community that we managed to build both here and on our Discord - this moment is one of the most critical points in our summary. We really cannot express how much we are happy with this success. Thank you! What we confirmed during this campaign:
Over a month of hard, intense work of our Team, a lot of interviews, talks, videos, articles in which we wanted to bring you closer to our vision. And the sleepless nights of our PR / MKT department is a success for which we have been working for a very long time. During the Campaign, the video mentioned above was also released - about Gamedecverse:
May started the event period, which, due to COVID-19, moved to the network. We took part in a lot of different events, including #IndieCelebration created by Digital Dragons, where we were one of 50 games that qualified for the main event: https://www.facebook.com/gamedecthegame/posts/852201625254326
Another Dev-Diary also appeared in June our Team wanted to tell more about the complexity of the branching system. Please check out the video below to see how your choices can impact the game's course on one of the examples - the case involving Ramona and her grandpa.
Marcin also told us a bit more about Cage Cities in the next Dev-Diary:
Because we are trying to show you how complicated and full the world of Gamedecverse is, we asked Marcin once again to explain to us what Gamedec needs to be able to do his job:
JULY, AUGUST & SEPTEMBER
This is an extremely important milestone. It was the moment of truth and a big test of our game. Backers from Kickstarter and the media got the Backer Build prepared to test the game and gather feedback, had the opportunity to share their impressions with us, prepare a lot of content (whether in the form of streams or video on youtube), and answer the questions we asked about how to play them in the survey which we took, analyzed and shared with the team to improve the game even more. Here’s the full report: https://1drv.ms/b/s!AjqtyACv3eKUuEb79O2_-fqW1QsF?e=JXlmqI
We also made the Gamedec demo available several times for everyone so that they could see "what it is with" and see for themselves whether it is worth giving our product a chance. Our Community Manager - Mateusz, along with Krzysiek - our PR guest, also played a live backer build during the Stream hosted by TVGRY [Polish]:
We also took part in Gamescom and the Indie Arena Booth. A lot happened - We announced the work on the Switch version of Gamedec. We showed some information about Knight's Code - another of the many virtual worlds available in the game. We also showed up at the event organized by Sonkwo, PAXWest, Digital Dragons (again!) And the Tokyo Game Show.
That’s not the end! We’ve been also present at the Sonkwo Online 2020. We were taking part in many great events to further promote our game. There were many activities, such as dev-streams, interviews, and more.
In November, we took part in the next edition of The Escapist Games Showcase: Fall Edition, DEVGAMM 2020, and we have prepared another Dev-Diary for you:
As a bonus, we advise you to watch the subbed interview with Łukasz Hacura, about the Anshar Studios and how it all started:
Awards!
During the events, we've won many awards, such as Best Indie Game 2020 1st place at Digital Dragons, Unreal Engine Dev Contest 2020, Best Indie Game award at DevGamm, 1st place at Indie Awards 2020 at Devcom, – below, you can find all of the awards/nominations we've got so far with Gamedec!
Last, but not least: we've been selected as one of the TOP 3 best upcoming games of the IndieDB Best of the Year :) Huge honor!
Are you interested in what is coming next?
Little spoiler – 2021 will be a wild ride for you and us both 😉 Be sure to get loads of tea or coffee!
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
Some time ago, while preparing the process for backer input, we created something that we wanted to share with you.
GAMEDEC RPG character cards!
In the link below, you will find a PDF with the character sheet created by us - let your creativity carry you! Create your characters, give them names, describe their appearance - what you look like, what you like to wear, your trademarks. Tell us more about your character's background - where you come from, what you do before, professions, and motivations.
DISCLAIMER: Select only a maximum of eight aspects and two professions. Your character's profession determines what actions your character can perform. Your character gains some special class features and proficiencies centered around their chosen vocation. You can read the first few paragraphs of each class's section on the second page of the character sheet to understand what each of them is.
Of course, if you want - you can also use this character card in your homebrew RPG sessions and solve some epic Gamedec cases with your friends!
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.