Territories are perhaps the single most important feature of a successful emergent geopolitics in the game. While the notion of a “construct” (a building, a ship, a space station, etc) properly conveys the idea of private property, it fails to extend to the level of a territory, which you can picture as a collective public property. How can players declare certains areas as their territory? What does it mean exactly? Do we need territories in space? What is the link with Organizations? How do you manage hierarchies of territories (think of cities, regions, states, alliances, etc). Can we set some territories as secure (non PVP)? Let’s have a look and try to describe how we envision all these crucial questions in Dual.
Today I want to talk about one of the most central mechanism in Dual Universe: how to manage the rights and duties of players against other players and organizations. We want a generic system that will be able to handle as diverse things as: territory management, asset renting, organization functional structuring, delegations, etc. All this with the same core mechanism. In fact, we need some kind of theoretical framework for rights and duties management. Let’s see how we plan to do this in the game.
One of the ambitious and new aspects of Dual Universe is that traditional organizations that are found in other video games, like guilds, nations or corporations, should actually emerge in the game. This means that we have to design a generic structure to represent the union of several players, without biasing it towards one particular type of organization or another. The term we use to designate this structure is “organization”. A state, a city, a guild, a nation, a group of pirates, an alliance, etc, are all organizations in the game. They differ in the particular way they specialize the generic definition, and in doing so they specify political orientations and implicit organizational goals. Let’s have a look at how it works.