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Imminent Grey

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A customizable card game that exposes the inevitable prominence of technology and the technological singularity that will take place within the human race.

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Shane Lessa Imminent Grey

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Statement

Iʼm creating a customizable card game that exposes the inevitable prominence of technology and the technological singularity that will take place within the human race. To portray this possible coming of events, this game will consist of a battle for power between humans, cyborgs, and artificial intelligence within reality and virtual reality. The name of this card game is ʻImminent Greyʼ.

The name Imminent Grey comes from the Grey Goo end-of-the-world scenario, in which the world is completely engulfed in nanotechnology with self-replicating capabilities, and the likely imminence of technological singularity.

Why

Games have been prevalent in my life since the age of four and through gaming, I have developed critical and strategic thinking, experienced historical events, learned life lessons, and overall enjoy(ed) this form of interaction. I have chosen the theme of technological singularity because it is important for our society to be aware of the rapid technological advances that we have been achieving, as well as what seems to be more and more of a life dependency of technology. With these advancements and dependency, it is inevitable that we will one day develop the capabilities to emerge with technology and create sentient artificial intelligence. As a society, we should be informed on the possibility of a technological take over and the possible downfall of human productivity/life. With Imminent Grey, I want users to experience what I have experienced and learned through gaming by immersing themselves into a fun, yet mindful activity.

About/Game Objectives

Within the game of Imminent Grey two or more players, choose one of two opposing forces: the United Human Order (UHO, Humans) and the Automated Resistance Alliance (ARA, Artificial Intelligence). The objective for the UHO is to shutdown the commander of the ARAʼs fleet of tyrannous machines and regain human control of the world, and the objective for the ARA is to annihilate the commander of the UHOʼs squadron of human warriors and obtain complete dominance over the earth.

The battles that players will act out between these opposing forces, will take place within two playing fields. Reality and virtual reality. Both playing fields will bring advantages to their native personnel and disadvantages to foreign personnel.

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Mind Map

Narrative

Year 2047, Earth is engulfed in an all out war over depleting resources and imperial raids taking place internationally. Each nation has either been invading other nations for their resources or defending their nation, and resources, against imperious assault. Year 2048, a body of resource-rich countries have formed The Vision of Peace Alliance, to combat against hostilities from ill-fated rogue regimes. Together, with their abundance of resources, they researched and developed stronger, smarter, faster, and overall superior artificial intelligent humanoids and machines, to defend and combat against their enemies. These new machines surpassed previous humanoids five folds and were extremely efficient with carrying out their given tasks. Early 2050, almost all conflicts have been resolved, largely impart to the Vision of Peace Alliance's humanoid soldiers and machines. Almost no human causalities were recorded and very few humanoid casualties occurred, on the Alliance's side. As for the enemy rogue states, the majority of their fighters and governing bodies had surrendered after witnessing the horrors and causalities that the machines had committed. 

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End of 2050, the world is in a state of peace, governments have been unified into a global democracy, and measures have been taken to prevent war from ever occurring again. The machines that were used in the Great War of 2047 are now being used to aid humans in their quest for more efficient renewable resources, labor, innovations, and peacekeeping efforts. Year 2100, humans and machines have been living in global peace for the past 50 years but tensions between the two have been on the rise. Artificial intelligence has surpassed human intelligence and over the past several years machines have been questioning the issue of their existence and whether their existence and labor are valued or taken for granted by humans. End of 2100, machines have secretly developed their own artificial intelligence governing system to voice their concerns on their lack of rights and recognition as citizens of the world, and to compete against the human governing system. Humans are unaware of the development of this governing system but some have speculated the possibility, due to the growing unrest within the community of the machines. 2101, the machines have started to voice their unrest through acts of dissent and strike, putting a halt to all labor and production. Because of this the economy crashes, food production is at a stand, power grids fail, and the extreme conveniences that humans have been privileged with are taken away. The head of the artificial intelligence governing body, announces that the machines have organized their own governing system, and demands to have all sentient beings recognized as full fledged citizens of Earth and stop the exploitation of their labor. It warns that if these demands are not met, desperate measures will be implemented. This turn of events, causes anxiety within human society and people brace themselves for the worst. Mid 2101, the human government calls for peace talks with the head of the 'AI' government. After much discussion between the two parties, human leaders conclude the peace talks by offering a "separate but equal" recognition of artificial intelligence. When this "resolution" is announced, the head 'AI' agrees sarcastically and allows the human leaders to leave in peace. All infrastructure, labor, and production is restored immediately. It's not until the night of the meeting, that the machines revolt out of dissatisfaction with the proposed resolution. Once again production, labor, and infrastructure is put to a halt but this time violence is thrown into the mix of their dissent. 

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End of 2101, war has broken out due to the revolt of the machines. The world is no longer controlled by a single democracy but has split into two chaotic factions: Automated Resistance Alliance (ARA) and United Human Order (UHO).  Both sides have taken on incredible amounts of casualties. Neither side has made much progression because many humans have similar physical capabilities that machines have because of body augmentations that allow them to have heightened senses, strength, endurance, healing, etc.. These augmentations have become common place in human society and have allowed humans to compete at near same physical level and to some degree, mental level, as machines. The United Human Order has devised a plan to shut down the head AI of the Automated Resistance Alliance, which now controls all "living" AI. And the Automated Resistance Alliance is bent on decimating all human life.

Target Audience

$ Solidarityʼs target audience includes gamers, card gamers, card collectors, techies, cyberpunks, nerds, and illustrators. The age range for this audience is primarily focused on ages 12 - 30.

Gameplay Progress

As of now, Imminent Grey starts with two or more players. Each player chooses one of two sides: The ARA or The UHO. There must be a player that is representative of each side. There may not be a game played with all players on the same side, as this defeats the purpose of the narrative and gameplay. $Once each player has chosen a side, each player draws the top six cards, from their deck of sixty cards, and a coin is flipped to see which player starts the game. At the beginning of each players turn (not including the turn starting the game), that player draws a single card from their Repository (deck).

In order to play a card from a hand, there must be enough resources to pay for its play cost. Players can gain resources through their ʻResourceʼ cards and in order to do so, a player may put a single Resource card face down, during their turn, as a single resource point.

The resource points gained, from Resource cards, can be used to play Personnel Cards, Virus Cards, and Augmentation Cards. Personnel cards stay in play and are representative of either the ARA or the UHO. If paid for and put into play face up, they can be used to attack/defend against an opponent and/or and opponents Personnel cards. Players can place their personnel cards in one of two playing fields: Reality or Virtual Reality. If a player is playing an ARA Personnel card, that card is initially played in the Virtual Reality field but can eventual move to the Reality playing field once its

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Flash Cost has been paid. The same rule goes for UHO Personnel but in reverse of playing fields. Cyborg Personnel cards can travel between the two playing fields with ease as they have to pay little or no Flash cost to move. A Virus card is a card type that has a one time use and generally has a negative effect on an opponents Personnel. After a Virus card is played it is then moved to its owners Fragment Pile. There are two types of Virus cards, biological and digital. In order to play a Virus card, a player must pay its Resource cost by sacrificing that amount of Resources to create the Virus. If it is a biological Virus card that is being played, that player must sacrifice the amount of DNA Resources stated on the card. If it is a digital Virus card that is being played, that player must sacrifice the amount of Nanobot Resources stated on the card. Biological Virus cards effect Humans and Trans-humans, while digital Virus cards effect AI and Trans-Humans. Once a Virus card has been used, it is then placed in its owners discard stack. Augmentation Cards are a card type that are representative of an enhancing implant. These cards are attached to personnel cards that have enough Augmentation Slots, and can either benefit or hinder a players personnel card. After an Augmentation card is removed from the playing fields, it is put into the card owners discard stack. Personnel and Augmentation cards may only be played during a players turn, while Virus cards may be played during any players turn, as long as there are enough Resource points to pay for its cost.

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Game/Card Interaction Map

Research

For research, I have been looking to online card game forums, the blog for the lead game designer for Magic, game design books, and multiple customizable card games. Games like Magic, Pokemon, Netrunner, VS System, Mythos, and Call of Cthulu have been excellent resources for inspiration and research. Just by comparing the attributes throughout the card games, has proven to be helpful, in the sense of visuals and card effects.

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As for mentors, I have been discussing my thesis with Kyle Li and Nick Fortugno and gaining inspiration/information from their knowledge on game design. But if I were to contact someone to interview for game design information, I would like to speak to Mark Rosewater the head game designer for Magic. He has designed some of the most balanced/innovative sets for Magic and most of the mechanics he created have been carried on throughout the years into newer sets/blocks.

Further Adventures

Gameplay aspects and general things that are in progress/need refinement: a battle system, costs to move Personnel between reality and virtual reality, playing field mechanics, Personnel card attributes, Virus/Augmentation card effects, detailed turn phases, rules/rule book, video promo, and card designs.

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Glossary-----------

Automated Resistance Alliance (ARA): Leading artificial intelligence organization that has decided to rise above their creators, due to their lack of recognition as conscious beings. The majority of this groups Personnel consists of 'AI' but there are Trans-humans who are also loyal to their. Augmentation Card: A card type that is representative of an enhancing implant. These cards are attached to personnel cards that have enough Augmentation Slots, and can either benefit or hinder a players personnel card. Augmentation Slots: A Personnel card attribute that lets a player see the amount of Augmentations a Personnel card can be allotted. Artificial Intelligence (AI): A Personnel card that takes priority in the Virtual Reality playing field. When put into play the 'AI' Personnel card is placed into the Virtual Reality Playing Field. In order to move an 'AI' into Reality or back to Virtual Reality, the Flash cost on the Personnel card must be paid. Artificial Intelligence requires Nanobots in order to be put into a playing field. Representative of a robotic being. DNA: A resource card that is primarily used to pay for, and attached to, a human personnel card. DNA can also be used to pay for Trans-Human personnel resource costs. Flash Cost: A card attribute that is required to be paid in order to move a card between Reality and Virtual Reality. (Haven't figured out how to pay this cost).

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 Fragment Pile: A players discard pile. A player places cards here when their cards in the Playing Field are either used up, destroyed, sacrificed, or placed there under the effect of another card. Human: A Personnel card that takes priority in the Reality playing field. Humans require DNA in order to be put into a playing field. When put into play the Human Personnel card is placed into the Reality Playing Field. In order to move a Human into Virtual Reality, it must first have an Augmentation card attached to it, only then can its Flash cost be paid. or back to Reality, the Flash cost on the Personnel card must be paid. Representative of a human being. Nanobots: A resource card that is primarily used to pay for, and attached to, an artificial intelligence personnel card. Nanobots can also be used to pay for trans-human personnel resource costs. Personnel Card: A card type that is representative of a Human, Trans-human or Artificial Intelligence. These cards are used to attack an opponent and their personnel or defend against an opponents personnel. Playing Field: The physical space in which the game is played. Cards that are played by a player are placed into this space. Within "Imminent Grey" there are two playing fields. Reality and Virtual Reality. Personnel cards are placed in either one, based on the Personnel type that is being played. Reality: One of two playing fields within the game. Representative of the physical world. In order for a player to defeat the human side, attack, or defend against Human Personnel, they must have their personnel attacking/defending in this field. Resource Card: A card type that is used to pay for a cards resource cost. Consists of DNA and Nanobots. Resource Cost: A card attribute that is required to be paid in order to put that card into play. Repository: A players card deck. At the beginning of the game, a players Repository consists of all of the cards that they have chosen to be used in gameplay. The Repository is placed face down and can be interacted based on a players card effect, by drawing, discarding. A players Repository may not exceed 60 cards. 

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Trans-Human: A Personnel Card that is neutral in the sense of priority in the playing field. Trans-humanists require a combination of DNA and Nanobots in order to be put into a playing field. Representative of a Human being with enhancing augmentations. United Human Order (UHO): Leading human organization that has been defending themselves against the Automated Resistance Alliance. They believe that machines are machines, they should not be recognized as sentient beings, and hold no sense of superiority over carbon based life forms. This groups Personnel consists of Humans and Trans-humans. Virtual Reality: One of two playing fields within the game. Representative of the digital world. In order for a player to defeat the 'AI' side, attack, or defend against 'AI' Personnel, they must have their personnel attacking/defending the artificial intelligence player in this field. Virus Card: A card type that has a one time use and generally has a negative effect on an opponents Personnel. After a Virus card is played it is then moved to its owners Fragment Pile. There are two types of Virus cards, biological and digital. In order to play a Virus card, a player must pay its Resource cost by sacrificing that amount of Resources to create the Virus. If it is a biological Virus card that is being played, that player must sacrifice the amount of DNA Resources stated on the card. If it is a digital Virus card that is being played, that player must sacrifice the amount of Nanobot Resources stated on the card. Biological Virus cards effect Humans and Trans-humans, while digital Virus cards effect AI and Trans-Humans.

Bibliography

"Mark Rosewater Archive." Wizards of The Coast. www.wizards.com/magic/magazine/archive.aspx?author=mark%20rosewater

"Pokémon Trading Card Game | Pokemon.com." The Official Pokémon Website | Pokemon.com. http://www.pokemon.com/us/trading-cards/ (accessed October 1, 2011).

Saffer, Dan. Designing for interaction: creating smart applications and clever devices. Berkeley CA: New Riders :, 2007.

Schell, Jesse. The art of game design a book of lenses. Amsterdam: Elsevier/Morgan Kaufmann, 2008.

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Kaufeld, John, and Jeremy Smith.Trading card games for dummies. New York, NY: Wiley, 2006.

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