World Design
These pages explain the main Living World idea: many very different games helping to shape the same Earth. The first players begin with natural geography and build the cities, roads, companies, communities, and history that later players encounter.
The topics below cover historical eras, effects between games, fair population scaling, places that survive or decay, and the rules that keep every game enjoyable by itself. Each section starts with its own headline so readers can explore one part without first understanding the entire framework.
The Shared World
Living World begins with the natural Earth as a blank human canvas. Coastlines, mountains, rivers, terrain, and real distances exist, but the first players find no player-made cities, roads, businesses, or borders waiting for them.
Players choose places and historical eras, then gradually create the human world. A settlement founded in an early period may grow, decline, leave ruins, or influence a later city built in the same area. The result is one shared history made from many local decisions rather than a map copied from the present day.
Many games, one evolving world
A quick delivery game, a shop game, a transport company, a political simulation, and a deep city builder can all matter without needing the same controls or complexity. Each game contributes only the kind of result it understands and receives only the world information it can use.
Most of that machinery stays out of the player's way. A shopkeeper may simply notice richer customers after a trade route improves, while the transport player sees faster journeys after a city upgrades its road. Cooperation makes life easier, richer, or more surprising, but no game becomes unplayable because too few people chose another game.
Games and Eras
Different games can take place in different periods of the same Earth. Players may choose an era and help build its settlements, cities, roads, businesses, and institutions without having to play every period that came before it.
Each era has its own living layer of the world. A city may flourish in one period, leave ruins in the next, and later become the foundation of a modern settlement. Players in those eras share geography and history, but not one enormous interface or identical set of rules.
History influences; it does not imprison
Earlier history can leave small, understandable traces in later eras. A well-used ancient road may make a future road easier to build in roughly the same place, while a long-lived city may provide knowledge, tourism, foundations, or a modest sense of continuity.
Future players can still choose differently. If the old route is badly placed, a city planner can build a better one; if an inherited settlement is mostly rubble, the player may clear it or start nearby. History creates opportunities, character, and occasional problems, but never an unavoidable dead end.
The beta Earth is allowed to end
The public beta uses a complete but temporary world. Players may build anywhere the service is legally available and help test the real global systems, but the beta's cities, roads, companies, institutions, markets, and inherited conditions are reset when version 1.0 begins. The reset must be disclosed before anyone invests time or money; the exact non-world account records that survive are decided separately.
Small Games, Shared Consequences
Fun comes first
Every minigame should be worth playing for its own fun. Its controls, goals, rewards, and difficulty must make sense even to someone who does not know that a much larger world exists behind it.
A quiet connection to the world
When connected, the game may send a small result to Living World and receive a clear answer showing whether that result counted. The central service combines many results, adjusts for player populations, and turns them into limited conditions that another game can use safely.
For example, sliding drinks to the right tavern customers could help a city's mood. The player only needs to enjoy the arcade challenge, while the shared service quietly links the result to a suitable city or group. A receiving player may notice a modest happiness bonus without needing to know which exact tavern round produced it.
Offline play can still keep local progress and remain entertaining. If an offline result cannot be checked well enough to protect the shared world, it simply does not contribute to world data; the minigame itself does not punish the player or throw away their local play.
Compare scores without governing the world
Players may choose personal, friends, community, regional, era, or global leaderboards when a game's rules and privacy thresholds support them. A high score can be celebrated loudly, perhaps with a small trumpet and an unnecessarily solemn clerk, but it never gives that player extra shared-world influence.
Places and Continuity
Players build the human world
Cities, roads, companies, shops, and institutions begin on a natural Earth without player-made history. Players choose where to settle, connect places across real distances, and gradually create the networks that later games discover.
Each era has its own version of those places. Older construction can leave small traces for the future: foundations, ruins, familiar routes, cultural importance, or a surviving settlement that a later player can claim and modernise.
Connections create opportunity
A road built by a city player may make a transport company's route faster. The company's traffic may then make that road more valuable, while shops and small games attached to the connected cities benefit from better supplies and customers. Each player sees a manageable local bonus rather than the full calculation behind it.
Places connect games, but they must not trap or destroy them. If a city owner leaves or a city declines, a shop game is moved rather than deleted. If a transport company stops serving a road, slower background transport keeps both cities viable until players return.
Cities and municipalities are different jobs
A founding player begins by stewarding one city in an era. Good stewardship may later earn a capped mandate to manage another city, while a separate mayor or municipal game sets higher-level policy for a region. The mayor can respond to participating city players or to generalized city needs, but does not quietly become the owner of every city on the map.
Fair Ways to Fund the Games
Living World should earn money without filling its games with outside advertising. Purchases should be easy to understand, honest about what the player receives, and designed to support enjoyable games rather than interrupt them.
Suitable options may include visual themes, clearly priced game collections, substantial expansions, supporter extras, or other self-contained products. The project can test several approaches because a small arcade game and a deep city builder may not be best served by the same offer.
Paying must never give someone more control over the shared world. A player might buy a decorative tavern style or an additional campaign, but not a stronger vote in whether a city prospers, a road receives a bonus, or another player's game becomes more difficult.
How Games Affect One Another
Living World games do not reach into one another and change things directly. They send small, clearly named effects through the shared world, which checks, combines, and limits them before another game receives anything.
One event, several meanings
Good results in a tavern game might create a small "cheerful evening" effect for a city. A city game may turn that into a short happiness bonus, while a shop game may interpret it as slightly busier customers. Neither game needs the tavern player's raw score or its internal rules.
The receiving game remains in control of how the effect appears. A serious strategy game may present it as a measured adjustment, while a lighthearted game may turn it into happier customers and an unusually enthusiastic local accordion player.
Every effect is bounded and replaceable. If the tavern game closes, loses players, or changes its design, the other games continue with their normal baseline instead of breaking or waiting forever for a missing dependency.
Living World may also use an existing game as a specialist execution partner. A prearranged match might resolve a bounded conflict, an unusual ordinary-play result might inspire a small world condition, the shape of one difficult choice might seed a differently framed dilemma elsewhere, or an entire server season might contribute cautious aggregate conditions. The other game does not need to become moddable; it might use a tiny developer-approved read-only observer, a supported connector, a larger mod integration, or a local companion. Living World decides what those events mean and how much the evidence can support. Once Living World has admitted a current relationship, the game may advertise that ordinary matches can gain optional meaning elsewhere, while clearly describing whether the connection is plugin-enabled, observer-only, external-outcome-only, local or LAN, or another registered form. Players remain free to ignore the larger story and continue arguing with the ordinary scoreboard.
Keeping Every Game Useful
Living World should keep a small game's players useful even when another game has thousands of times more players. A contribution must not become meaningless merely because it comes from a new, specialised, or less popular game.
Population scaling adjusts how results are grouped, repeated, and weighted, with firm limits so sudden population changes do not upset everything. It may use averages, representative groups, capped top results, regional pools, or other tested methods depending on the game.
For example, one early player might temporarily provide the same modest supply bonus to 2,000 receiving players instead of having that supply divided into almost nothing. As the producing game grows, the system can move toward groups of 20 or the average of several contributors without making the total effect explode.
The scaling should be visible enough to feel fair, but it need not bury players in mathematics. The important promise is simple: playing well helps, no tiny group controls the whole world, and a popular game cannot drown out every smaller one through numbers alone.