decept.org
SVS / Spring Alpha --- Simon Yuill (GB)
spring_alpha is a multi-player game set in an industrialized housing estate whose inhabitants are attempting to create their own autonomous society in contrast to that of the regime in which they live. The game serves as a "sketch pad" for testing out alternative forms of social practice at both the 'narrative' level, in terms of the game story, and at a 'code' level, as players are able to re-write the code that runs the simulated world. The original narrative is based on a series of drawings by Chad McCail, "Spring" and "Evolution is Not Over Yet", which also shape the game's visual style. The original stories and images become a framework that is fleshed-out by people's own ideas and experiences.
The basic aim of the game is to change the rules by which the society in that world runs. This is done through re-writing the code that simulates that world, creating new types of behaviour and social interaction. How effective this becomes depends on the players' ability to spread these new ideas into the society.
The project is built on top of a FLOSS gaming and simulation system called Social Versioning system (SVS), which incorporates forms of FLOSS development practices (such as networked collaborative coding) into the game engine.
SVS / Spring Alpha --- Simon Yuill (GB)
spring_alpha is a multi-player game set in an industrialized housing estate whose inhabitants are attempting to create their own autonomous society in contrast to that of the regime in which they live. The game serves as a "sketch pad" for testing out alternative forms of social practice at both the 'narrative' level, in terms of the game story, and at a 'code' level, as players are able to re-write the code that runs the simulated world. The original narrative is based on a series of drawings by Chad McCail, "Spring" and "Evolution is Not Over Yet", which also shape the game's visual style. The original stories and images become a framework that is fleshed-out by people's own ideas and experiences.
The basic aim of the game is to change the rules by which the society in that world runs. This is done through re-writing the code that simulates that world, creating new types of behaviour and social interaction. How effective this becomes depends on the players' ability to spread these new ideas into the society.
The project is built on top of a FLOSS gaming and simulation system called Social Versioning system (SVS), which incorporates forms of FLOSS development practices (such as networked collaborative coding) into the game engine.