Infinite Worlds
An interactive mythos

Introduction

Infinite Worlds is about producing the world's first Interactive Mythos. What is an Interactive Mythos? There are three components to an Interactive Mythos:

An Interactive Mythos is different from any other game experience. The Mythos is implemented as a sandbox simulation, within which RPG games runs. In a sense, Infinite Worlds is a Game Operating System which runs games (called "scenarios"), and allows those scenarios to integrate and provide a seamless gaming experience. This is what we mean by "extensible". Each scenario that is installed adds more depth and breadth to the game player's experience. They add new areas, new characters, goals, and/or new items which persist across the different scenarios. For instance, an item looted from one scenario can be used by the player in another scenario. As another example, a town included in one scenario is effectively "installed" into the game environment and persists across scenarios.

Because of this approach, the player has incomparable flexibility in how he plays, and how he solves challenges. Each game he purchases becomes part of a greater whole, rather than a detached and independent experience. By comparison, all other sandbox and RPG games are tedious and shallow.

Scope

Infinite Worlds is so named because it is open-ended in scope and size. The world that the game player enters into is limited only by the disk space on the user's system (for single-player) and the space available in the cloud (for online play). This can consist of up to 18 quintillion universes, each of which can consist of up to 18 quintillion galaxies, each of which can consist of 18 quintillion solar systems and other objects.

Each solar system consists of several worlds, each of which is the same size as an actual planet. Obviously, no player will ever be able to explore every last possible place in such a multiverse and no computer could hold the definitions of all possible locations. Although some locations (fortresses, towns, cities, etc) will be hand-crafted, much of the world - and universe - will be generated as the user explores.

The Architecture

The general architecture of the technology is made up of the following components, from the top-most level to the lowest level:

Reality Modules. Up to four billion potential realities can be defined. Each reality implements a separate gaming system with its own rules. These modules implement rules specific to any game systems. For instance, Hasbro might license the development tools to create their own Dungeons & Dragons Reality - one that follows the rules of that magic-rich, medieval-style RPG. A reality is implement via a Reality Module. New Reality Modules can be easily installed into Infinite Worlds and existing ones can be updated without affecting the others. For this reason, although a player's characters could travel between universes, they cannot travel between realities.

Settings. Within a reality there can be many settings. A setting defines the technologies, major locations, major characters, and the sociopolitical structures that our game scenarios will operate within. Settings have history, famous locations in which that history takes place, current nations, laws, etc. In other words, they broadly define the civilization.

Scenarios. Without scenarios, Infinite Worlds provides a virtual reality in which a player can do whatever he wants (undirected play). Although this appeals to many people, the majority will prefer goal-oriented play. These goals are provided by scenarios. For instance, a local leader may hire the player's character to retrieve a valuable stolen artifact. In return, he will pay the character a reward. A scenario defines the locations, characters, and challenges that make up the task given to the player. When a scenario is installed, all of these things become part of the virtual reality of the setting. In fact, the setting itself is really nothing but a very large scenario. Settings paint in broad strokes, whereas scenarios paint very detailed small pictures. Any number of scenarios can be installed for a given setting and the player's characters can travel back and forth between the locations installed by the scenarios at will.

Deliverables

There are three deliverables planned for the initial release. The first is the engine, or Game Operating System. This will be available for download for no charge. It is the key to the entire venture. The second is the first game (the first in a long line), which will be sold. The third will be the client for the online version. Initially, these will be solely for the Windows/PC platform, with conversions to other platforms at some point in the future.

Besides providing the engine and games to run on it, we will license the technology to other companies who also wish to produce scenarios. This could be used to create new realities, new settings, and/or new scenarios.

Along with the free engine, we will be supplying a Reality Module of our own, called Quasar, which defines all the rules associated with an open-source Role-Playing System. Also, we will supply a setting, which will provide the civilization context in which the player's characters can buy, sell, etc.

Funding

Development of Infinite Worlds will require 2 years and $2.5 million. After that, the company will be self-supporting. See the funding breakout to see how this money will be spend.

Current Progress

Most of the design phase is complete and some code has been written. The open-source Quasar RPG is the basis of the default reality module. A setting has been detailed including history, important places, and government. This image displays the brightest 100,000 stars of the first galaxy generated for the default setting by Infinite Worlds code.