


Our gameplay model utilizes simulated or “virtual characters” to interact with the player in a manufactured social setting. Using the latest gaming technology, we can captivate players and make the world come alive.
The latest graphics and artificial intellilgences systems make possible intriguing characters set into detailed interactive environments. While the current and next generation of games can convey some of the complexity of communication -- lip synching, motion capture animation, facial expression and detailed models and textures -- we are not aware of any who focus on modeling complex interpersonal behavior.
We will take available licensable technology and combine it with our models of nonverbal communication and emotion simulation to produce fun and engaging games.
The key to making the world come alive for the player is to incorporate both the technology and a user interface which allows players to use extensive nonverbal communication such as the expression and reception of facial expressions, paralanguage (tone of voice), personal space, body language, and speech. The environment can then focus on intense personal interactions, the basis of social and communications skills. This is cutting-edge technology, which carries some risks, but we believe that working with experienced technology partners will reduce the risk greatly.
Players are rewarded for successful interactions with others. Through our stories players care about the characters and groups they meet. A player who reacts favorably is amply rewarded.
This is not to say our games lack drama or gloss over all of man’s imperfections. Instead, we reject the easy use of gore or hand-eye coordination as a basic game model. Our players can be confronted with violence and danger, but discover the key to survival is most often social rather than personal.
The game does not depict interactive violence or reward mayhem. Such events are always subordinate to conversation and social interaction. Events of a violent nature, from fistfights to riots to full-scale warfare, are depicted using an in-game engine cinematic form, while the character interacts with the situation socially - perhaps discovering the cause of the violence and convincing the parties to desist. Random violence is never rewarded.
Where current games limit social interaction to a few menu trees - simply a mechanical puzzle or excuse to lead into the next mission, we aim to move beyond this by providing greater player control of his character’s nonverbal communication and by modeling human reactions onto the computer-generated characters. Players will have much more scope to relate to the game’s world and people.
Our game will use character interaction, relationship development, and world events to focus the player’s interest and involvement, rather than emphasizing violence and hand-eye coordination as seen in most video games.
Gameplay consists of scenarios in which players encounter characters and interesting situations unfold. Players start the game by simply learning to interact with others. As they become better at understanding other people, they begin making alliances and bargains, solving social problems, and providing people with good advice and even leadership. As a direct result of this kind of human interaction, they find themselves becoming more and more famous and powerful within the world of the game.
A huge challenge is to catch and retain a player’s interest. Young people tend to shy away from anything labeled educational, and doubly so for anything labeled “therapeutic.”
Our games provide learning as a “Trojan horse” - the learning aspect is hidden inside an entertainment product. We are not talking about “edutainment”, which has proven to be a “turn-off” for 90% of all youth, but about something far more effective: products that are as engaging as other video games, but that by the nature of their core gameplay, teach valuable skills. Rather than chasing young people away with “this is good for you - play it,” they want to play our games because they are fun!