EcoComics -- The
Comical
Ecology Of
Political
Economy - or how the
poor fund the
war.
[A PSF production]
EcoComics.sf.net >>EcoComics is a simple but realistic simulation of physical nature and the market economy. The health of your body and environment are goal.
EcoComics
(EC) is a
new kind of
virtual environment with the highest priority being accuracy in
modeling
reality with respect to
Physics,
Property and
Production.
Physics:
Movement constrained by
mass,
pressure, gravity, friction, collision detection.
Property: De
fining
property
ownership is an
EcoComics NON-
GOAL.
Programmers
making
changes to the
EcoComics engine should
actively resist adding "
Border En
forcement" to the
Physics engine. All notions of
property can be
created and en
forced by the
users themselves.
Production:
Nature and humans apply de
sign to
mass to
create
new things. This application c
annot occur unless the
Physical
Sources are available and in the
right proportion.
The
player'
s virtual "body" faces
real and re
curring "
needs" to which he must find ap
propriate "
solutions".
* Drink:
Fresh water is liquid blue
gold.
* Eat:
Food and
medicine from
gifting
fungi,
plants and
animals.
* Sleep: Strangely required. Safely '
Storing' yourself.
* Store:
Land and shelter to hold you and your stuff.
* Clean: The
water,
soap and sewer have many
costs.
* Cloth:
Sources include
Animal Skins, Cotton, Hemp, Wool.
* Heat:
SUN,
wood,
* Cool: Evaporation early, fridge pumps later.
For the
economy to
make sense, all
production must occur somewhere in the
game and be based on "prerequisites" being met. If the
right plants,
animals and
tools are not available, then the
products of those
sources will not be available.
If you
want nails, you will
need a
forge and a smeltering pot and iron ore and
tools to dig for the ore
(unless you are lucky enough to find some near the surface), etc.
The
physical
costs of
hosting an
EcoComics
server are charged to each
user according to the burden their account puts on the system.
Hosting
physical
sources always has
costs, even if
just for the
exclusion of some
thing else that could occupy that same
space.
Some
costs are periodic, such as a
hosting
service'
s monthly or yearly charge while other
costs depend upon
usage, such the
hosting
service'
s bandwidth limits,
CPU, RAM,
Hard Drive, electricity. The various '
loads' a
user puts on the
game server should weight his
price to in
cent thrifty
users and
insure heavy
users
pay for
excluding others.
Some of the
costs we'll face
(including our labor):
* Define the purposes and
goals of the
game at a high level.
* Organize and orthoganalize
meaningful
player constraints.
* Write some pseudo-
code to discuss flow and logic.
* Remix some
Free Software to
begin an implementation.
* Find a
hosting provider; setup and maintain
payments.
* Install the
software and keep the
server
running.
Some
users, especially
newbies impact these
real costs very
little because they have such a small " footprint".
As
users advance, some would be willing to
pay the
real costs that their "
owning" and "u
sing" in the
virtual world put on the
server.
Getting this all figured
out and getting the
money
collected is quite a
mess, so many
owners of
Free Software
game servers offer the
connection for '
free' - in that there is no
connection fee.
That is somewhat philanthropic on the surface, but there is a
control issue because these
hosting
administrators
(probably the same programmers that are working on this version of the game) have arbitrary
dictatorial
control over any number of
users. I would call this a "
common" problem in these
communities, and is
central to what I see as the problem with most
communities in the
physical world as well.
==Book 1: The Dismal Science
Keeping
price above
cost is called
business success
Producers fail if they c
annot
profit against the
society
Owner
profit is an inverse measure of
consumer
development
Real development would be
efficient
internal
production
Wage is a
cost of
production set between
owners and
workers
Consumer
object
price is set between
competing
source
owners
Groups of
owners
control nation
governments
Corporations or
commons may
host Sources of
Production
Tarrifs,
taxes and
agreements
protect owners from
production
Consumers in charge keep
control and
costs internal
==Book 2: A GNU way
Profit is
meaningless and
competition is
perfect when
consumers
control sources
Control of
physical
sources is held by
property
owners
Information requires
mass and
energy for
storage and ex
pression
Mass and
energy are
rivalrous
Personal
privacy is the purpose of
property
Public
utilities are more
efficiently
locked
open
The
GPL as an aut
archo-
syndicating
international
trade
agreement
Local
production
ownership is long-
term, military grade
defense
Consuming
producers are
controlling conducers
In
corporation was the original purpose of
government
Government can be an
agreement or
treaty between
owners
Owners may hire any
Worker,
Manager, Board, Chair,
Committee, Cop, Council, Judge, Representative, Fool
Consumers assess
value as the
price they
pay
Consumers in
vest as they
pay more than
costs
Taxes are
rent against
costs, including op
portunity lost
Authors,
fathers, founders, originators may not retard
growth
Owners draw
borders and conditions of entry
Currency is
issued at the
public shop for
local
trade
A
community
currency
backed by
insuring
physical
sources
Humans
need land,
water,
food,
drugs,
cloth,
soap, shelter
Meeting
needs requires
physical
Sources of
Production
Sources include
land,
plants,
animals,
tools and
buildings
Owning
physical
sources
insures future
objectives
In
corporation does not require the
externality of
profit
Profit is
meaningless when
consumers
own sources
A
bundance is
goal and
profit meaningless when
consumers
own sources
New users gain
control whenever
paying
price above
cost
Owners loose
control if they fail to
pay maintenence
costs
Product is reward for
owners;
profit is
new user
growth
Profit is held by
new users as their in
vestment in
sources
Un
employment is not a problem, it is the s
econd
goal
Work is to be eliminated as a hurdle on our road to
riches
Wages are minimized and
permanent
solutions are sought
Dumping is harmless as the
goal is
product, never
profit
==Game ideas
Coopolis -
Policy for
shared
operation.
clay - in the hands of the potter.
dust -
organisms are
genetic
programs
running atop a mineral substrate.
Ecocomics - The
Comical
Ecology Of
Political
Economy.
ecOS or
BioKern -
Consumers as autonomous
processes.
Health -
Physical
salvation and eternal
life through
nature.
Hlaf Weard -
Lords protect profit by hiring
vassals to restrict
production.
HR - Human Re
sources as
war cogs.
I
Land - Re
source
governance in an is
land setting.
Source War -
Scarcity is
value?
Thoth the Atlantean - a study of
light cycles.
GNUnix (operational)
==Other Title ideas
BioKern or
BiOS (planning)
Communityism
(idle)
Free Source
Farm (operational)
Free Source Federation
(planning)
Permaculture Propagation Project (operational)
Commons Based
Beer Production
(planning)
==Other ideas
. Candlemaker'
s Petition
(planning) Sunlight has unfair advantage
(freedom is bad for the market):
FreeAudio.org/fbastiat/candlemakerspetition.html
. Board
game similar to original "
Landlord'
s Game" which could be
played with various
tax rules, and later became Mono
poly(R).
. Video
game such as a
text adventure, MOO, MMORPG,
centered around
bread production.
. Ancient
religious
symbology and ceremony was originally aligned with
ideals of respecting
nature and
permanent
culture.
. Shipwrecked on a deserted is
land with 1000 other passengers.
. Awake as 9 year
old working for Disney at Shah
Makhdum Garments Factory in Dhaka, Bangladesh.
. Video machinima u
sing 3D
modeling
software.
. Reality
TV gameshow or documentary.
. Comic strip or car
toon.
. Audio
book (just record yourself talking about it and share).
. Sketch your
ideas on paper and send them by
mail.
----
Package the
game in
diffe
rent ways as though it were many
diffe
rent games. In each case the
player would start with a narrow selection of 'characters' or 'occupations' to could choose from. In most cases your character
(say a Chomping Mouth(TM)) and occupation
(harvesting seed pods) would be prede
termined as the only way to
play. Some
jobs are
real-world educational.
Theme:
Job
----------------
War: Sniper, Bomb Expert,
Medic, Pilot
Heist:
Bank Robber,
Security
Guard
F
light: Pilot, Traffic
Controller,
Train: Traffic
Controller, Engineer
Race:
Driver,
Track
Scheduler
Agri
culture:
Compost Expert, Pruner, Seed Saver,
Plant and
Animal Husbandry
Paint:
Artist
Pac-Man/Dig-Dug: Seed Sower,
Fruit Picker, Road
Builder, Pipe Layer
Users
operating in the 'dream'
state c
annot be full
participants in the
economic simulation because all other
users are too blurry to see
(?), but 'awake'
users can hire 'dream'
users from the
EcoComics system itself as somewhat robotic
helpers.
All 'dream'
user
activity occurs somewhere in the
EcoComics
universe. This
means 'awake'
users can see 'dream'
users, and
kind of corrall some their
activities, but c
annot
communicate with them directly.
You can slowly 'awake' in the
game by
beginning to
pay attention to the
needs of your in-
game character - especially eating and sleeping. Some
users will figure
out how to keep
HEALTH p
oints higher by choo
sing to eat or sleep at the 'correct'
times (corresponding to subtle changes in brightness). They will then
realize this is a much larger simulation any of the other
games could be
played,
hopefully staying 'awake' and
playing
EcoComics directly will be the most popular choice.