...and don't forget the annoying kid sister who knocks the chess board on the floor. so she can tap dance on the table. game over [just kidding Luna, can you program in a measure of how forgiving instead of projecting fears from the past "predicts or correlates with" the scarcity vs. abundance mentality, competition vs. cooperation, collective responsibility vs collective punishment, and retributive vs restorative justice in relations with others and with community/society. i also see people developing in stages, similar to class levels in school, of depending on a leader/parent/govt or governing in sovereign groups or helping to train and mentor others to be either independent on their own to to govern/lead/train whole groups. how would personality type come in to play in terms of those who respond to adversity by (a) "avoidance" or seeking no way (b) imposing their way "competitive" (c) submitting to others' ways "passive" (d) seeking mutual ways "collaborative" (e) seeking all ways "universal" which can become like avoidance where the conflicting ways cancel each other out.
Desire = Needs ? I checked out some versions of the sims, the thing I never liked is how the game play has the user having to give the go ahead for everytime the sim has to do something uninteresting while time flys and the user gets tired of these routines, at least I did. I say go with survival, and leave the desire aspect up to the player.
The way I plan on making it is... immediate survival -> near term survival -> and then desires which can include long term survival objectives.
None of this will be controlled by the user. It's all going to be AI. The User will be able to choose the personality traits of the first individual that goes into this world. These personality traits will be how the AI engine chooses how to priorities survival, different categories of desires, and also social relationships. There will be traits where people enjoy working together, and those kind of socities will evolve to be much different than the legacy line of someone who chooses to be alone more often.
So basicly what we're going to get is a little world at the bottom of the screen, and you will see your avatar try to surivive in this world, and hopefully have children and form a clan, and drive up in society through time, and expand borders through war and diplomacy, and all that other fun stuff.
I was actually thinking like.. whta if we added buzzwords that the forum can recognize when people make posts in response to each other. The forum could take data from these conversations and use that data to steer personal relationships between families within the game. For example, thrill kill might tell edvard that she's going to murder him, and perhaps 1 day edvard logs on to find himself murdered by thrill kill in the AI world.
the idea for now is that the world will start in the "middle". as the land ages, the middle areas will be worth most in resources, and since the world will start with player spawns in the middle, and work our, the middle areas will always be most contested and wanted, so new players will be fighting their ways from the outside in.
so players can create puppets, but nothing will really develop a character and their legacy like a quality active poster, becasue it takes time to get into the middle and high value regions of this world.