Neighborhood

Neighborhood

= What is it? =


 * Imagine a game a little like Sim, but where every actions you do have consequences on other player. Let say this game is a “living together simulation”. It is multiplayer. It can be looked at as a serious game in some way, but since it is a lot based on some sort of roleplay, it is not designed to be pedagogical : you can decide to live in a really bad neighborhood.

= How does it work? =


 * You live in a house with 8 other families. And there is also a common room.
 * Every day, you fulfill a form indicating what you are going to do, on an hourly base, a bit like when you are programming your action in Sim. At the end of the day, this form is compared with the form of other players of the house, and the game calculates the consequences of each player’s action on the other player. All this make it easy or not to live in this house.
 * every week, there is a neighborhood meeting, where amendment are voted.
 * In this meeting, members can vote new rules of common life, attribute the house budget and evict persons out of the house (who will migrate to another house, maybe more adapted to their way of life). The way things are decided are dictated by an intern constitution (that can be changed) voted by the players. All this can happen by mail or through a chat.
 * The house budget, by instance, is constituted by an automatic taxe on everybody’s revenue. It can be 10 or 40%, it depends on what the neighbors decide. This money can be use to install an elevator (but the one who lives on the first floor doesn’t care), to upgrade the common room (more happiness), upgrade security, install a common pool, etc.
 * For now, there is only three factors: Money, professional skill and happiness. I hesitate on some “neighbor points”: I think it should be left to the subjective appreciation of players. Maybe they can distribute some of this points?

= The House =

You live in a house shared by 8 other families.

Common part

= Example of a session: =

Let give an example to show how Kevin’s behavior can interact with George’s day. In the morning, George complete a form to say what he is going to do today.

His neighbor Kevin (20 years old), just under his flat, does:

= Result of the interaction. =


 * At the end of the day (game day), let see how Kevin’s behavior impact George day.
 * Until 14h no interaction. George makes 10$/hour, so he earns 60 $ today.
 * 14-16h : George watch TV. Nothing happens. George don’t miss or gains points. Notice that if G. had come home at 15 or 16 pm, he would have fall on Kevin having sex in the common room.
 * Rule of volume. The volume of what you’re doing can bother your neighbor depending on what they are doing.
 * If you listen or do something at level 1, it is okay. At level 2, it bother people up and down (here, family 4, but not Kevin, because he is outside). At level 3 : the family up, down, left and right, and at level 4, the whole house. So let’s notice the fact that G. bother family 4 today.
 * 16-17h : TV. Kevin having sex at level 4. G. loses 2 points of happiness.
 * 17-18. TV vol. 2 =&gt; Kevin loses 1 point of happiness: he’s trying to sleep.
 * 18-19h : too bad. It was the occasion for G. to gain happiness points with his friends! But the common room is dirty, smell smoke and G. finds a condom (Kevin’s). G. loses 1 points of happiness.
 * 20-21 : work home. G. gains 20 $ (since in this game it is harder to have good conditions to work when you’re inside the house, you gain more money when you don’t go out).
 * 21-22 : Read to improve professional skill. Because Kevin is playing guitar (level 5), not only G. doesn’t gain any professional points, but he lose 2 happiness points.
 * 22-23 : G. lose 2 happiness points because of Kevin’s guitar.
 * 23-1h : G. sleep. Regain 1 happiness point.
 * 1-2h : G. lose 2 happiness points because of Kevin’s guitar.