So I’m playing Supermarket simulator. And if you notice TCG Simulator looks VERY similar. That’s because it uses the same assets. It looks like it’s actually the same shop location, on the same street. But in one game, it’s a supermarket, and in another game, it’s a card game similator.

But if you look, the neighborhood outside of your walls of your shop all looks very dead. Like you’re in a movie set, where the rest of the town is actually just wooden building backdrops.

So I figure, what if each “shop” could be a real shop? You play online, and when you log on, your shop has an individual save data. It gets played on a server, and each server has a different set of shops.

So if you’re a retro game shop, you’re playing in the lot of land number 14. So when you log on, you’re looking for a server that doesn’t have anyone playing on land lot 14. That’s the retro game shop.

When you log on, you can’t have infinate time, since time needs to always be moving for everybody else at the same pace…but time also doesn’t stop at 9pm, and the deliveries don’t stop either. So at 9pm-8am, you restock your shelves. You order backstock for your storage room.

And the shop right next to your retro games shop? Maybe that’s the supermarket. That’s land plot 13. And you can go into the supermarket, and you can buy things. Just like real life people can come into your retro games shop and buy things.

There’s also NPCs obviously, who would be the bulk of the customers.

But the neighborhood would actually look busy, and alive rather than one guy hanging out on a movie set.

And so, you could play supermarket simulator, and someone else could play TCG simulator, and someone else could play gas station simulator, and someone else could play retro games shop simulator, and when you you play online, you’re all on the same server, on the same street, and there could be an actual economy. Customers come in, spend their money on you, you spend some of your money at the gas station. There could be a wholesale simulator, where you play the shop the other shops are ordering from on the market. So like when you order furnature, or things to stock your shop, they have to be in stock at the wholesale simulator. Which means the guy who plays that role, affects ALL the stores on the server. Because if he just lets shit go out of stock, you use the competitor, which is automated, and always in stock, but at higher prices.

  • parpol@programming.dev
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    9 hours ago

    It is a nice concept in theory. It has a bit of resemblance to the metaverse minus monetary enshittification, but there are some challenges to this.

    It would for example end up just as dead if the other players got bored of it and stopped playing. Then there is server costs for something where there really isn’t that much realtime interaction in, and all these metagames would need to be just as fun with a global time at a set flow, or be OK with synching only at the end of the day.

    These of course aren’t impossible challenges.

    You could leave the “online” part to a simple global api backend and skip the gameserver itself to greatly reduce costs. You wouldn’t see the other players in person but you’d see their shops grow each new day, and there could be an NPC of their owner walking around.

    You could bankrupt inactive players and give their lands to new players, and implement import/export costs for distant shops incentivizing local trade. You’d probably still want normal NPCs, but their interactions would have to be predetermined each day if you don’t have a game server running all day, and want to prevent cheating.

    The implementation difficulty and cost greatly varies depending on how much interaction and fairness you want, but setting up an API server is fairly easy if you don’t worry about scaling in case the game really takes off.