Basic Info
What Seed is all about (This game is no longer in service)
- Sci-fi MMORPG
- Personalized stories
- Social/political gameplay
- Believable NPC's
- 3D comic book graphics
(This game is no longer in service)

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Feature
Interactive stories
Experience stories suited for your playing style.
In Seed you will be involved in several stories at any point in time.
Some are on a personal level: to gather the resources needed for production of repair tools; to identify the strange fungus you discovered in the machine pit.
Some involve fellow colonists: To help your friend getting voted in as an administrator; to find out who has been spreading rumours about you and why.
And yet some involve the entire colony: What to do with the terraforming process; should contact to Earth be re-established no matter the cost.
Regardless of impact or scale every story is personalized and interactive.

Dynamic dialogue


Communicate with both players and NPCs, using emotes and nuggets.
In Seed, your actions define your role and your personality. This especially shows when communicating with the AI-controlled NPCs, where emoting, proposing and informing let you influence any NPC in any direction.
Your most powerful communication tool is the emote systems. You can choose from more than 50 emotions that you can physical signal to players and NPCs.

Believable NPCs
Taking NPC intelligence to the next level.
All Non-Player Characters - NPCs - in Seed are intelligent to some degree by having their own behaviours, motivations and goals.
It is a significant part of the gameplay to interact with NPCs. They take parts in your stories, they are supporters to your ring, etc. Therefore, we have focused on making them varied and interesting to interact with.
To achieve this we use several AI techniques. These can roughly be split into an Emotional system, a Knowledge system and an Event Response system.


Evolving game world
Decide the fate of the colony.
Seed lets you take an active part in developing the colony, both physically and society wise.
At launch the entire gameplay takes place inside an isolated colony tower on a distant planet. The terraforming process has come to a halt, the space elevator to the orbiting space station is broken, and contact to Earth long time gone.
What happens from here depends on which paths the colonists choose. Should the terraforming process be restarted at all cost or is it wiser to admit defeat and use the limited resources to extend the living areas of the tower' Is contact with Earth all-important or unimportant' You - and all the other players decide.
Every choice is a trade-off. Going for terraforming may mean using ressources and machinery needed for the space elevator, and so on. There is no "right" choice, and every one comes at a cost.


Personalized character
Shape your character in any way you want.
All characters in Seed are inhabitants of the space colony tower on the planet Da Vinci.
Most of the people of the colony are "grown" in artificial wombs, called float beds, to the apparent age of about 18 years.This is a question of efficiency and tradition: A child is not a productive member of society, and natural childbirth is not only messy, painful and dangerous, it also makes the mother unproductive for a while.
To make sure it hatches only fully functional colony members, TAU provides basic knowledge and skills in what is best described as dream courses. The character creation process reflects this.
Flexible skill system
Combine skills freely and be all you can be.
Skills define the expertise and know-how of your character. In that way they determine which jobs and duties your character is able to perform.
Each character in Seed starts out with a number of pre-learned skills. You will be able to improve these skills as well as learn new ones while you play the game.
Your skills are measured in levels, indicating your expertise. Skill levels go from 1 to 5, the higher the better. E.g. a character with "Mechanical Repair 3" is more skilled than a character with "Mechanical Repair 2".
It requires a teacher to learn a new skill - a teacher may be another player, a NPC or TAU. If the teacher agrees on teaching you a skill, and you both spend the necessary time you will learn the skill at level 1. As soon as you have learned a skill, you can train it to a higher level by yourself over time.
Initially, 50-75 skills will be available and more are to come later on.

3D comic book

Immerse yourself in a graphic novel.
Seed takes its main look from comic books, where the amount of drawings is much smaller than in animation and the detail in colour and texture therefore can be somewhat bigger. Especially European hand coloured comics (watercolour and inks) are a major influence, e.g. Valerian (& Laureline).
Seed tries to capture the same vividness and handmade quality. With a loose and clearly painted style the overall impression of the game is more organic and human.
The graphical style is a balance between creating something that looks hand drawn and coloured but still has sense of depth and a high fidelity in light and shade.
Terminologies
Key terminologies
»Emotes

Emotes can be signs of your own mood (e.g. by smiling or looking angry, sad or scared), or they can be direct attempts to influence others (e.g. by pleading, provoking, charming or threatening others).

The NPCs will react according to their mood and their relations to you. Using emotes may earn you friends as well as enemies, and they may trigger unique stories that uses the situation as a starting point.


» Trading information

Information often turns out to be a very valuable resource in the colony. This is represented by information nuggets - pieces of knowledge you are able to physically store, share or may be sell.

Nuggets may be rumours about the local Administrator, test results from a lab machine or an idea for a revolutionary new item. Nuggets may appear when hearing stuff from NPCs, when stumbling over an alien microbe, when drowsing in the steam bath, etc.

You may keep the information nugget to yourself, or you might want to share your idea or knowledge with other players or NPCs. One thing is curtain: there will almost always be someone who is interested in your piece of information ? and who might be willing to offer you something in return.


»Favours and simple questions

With the prevalent barter economy you can of course ask the NPCs for favours, and they might ask you for some as well. It is up to you to decide whom to please, provoke, or disappoint.

In addition, the NPCs are able to answer basic questions about the nature and whereabouts of persons, locations, machines and items. You type in what you want to know, and the answers depend entirely on the NPCs mood, knowledge and their relation to you or to the person in question.

»Emotional System

The emotional system gives the NPCs a short term memory, or internal state, which will allow another character to change their behaviour; a NPC might be unwilling to help if he is angry, but will be more helpful once he has cooled down.

NPCs react directly to player emotions. Typing "/smile" may make a NPC more friendly towards you. Likewise you can flatter, threaten, bully or charm your way around.

»Knowledge System

The knowledge system describes what the NPC knows about the game world. It allows the NPC to answer questions about the game world and it affects which actions the NPC will take. If for example an NPC knows that another character is a scientist, he might go to him for help with a difficult problem.

»Event Response System

The Event Response based scripting system basically consists of a list of events which are mapped to appropriate response actions. This allows us to create a story appropriate response to a specific question, and it determines their behaviour when not involved in a story.

»Developers standing by

Expanding the game world is an integrated part of the Seed design. The entire development team remains dedicated to expanding the game after launch.

You will be introduced to various paths for the colony society to follow. The more players devoted to moving in a certain direction, the more likely it will be the development path for us to follow.

While minor changes will be implemented relatively quickly, major modifications, like expanding the game world, will take much longer to complete. This should reflect the amount of in-game time needed to complete the work.

»Character creation

Although artficially created, each colonist is unique in sense of appearance and personality. To secure diversity in the colony population TAU has a database of hundreds of DNA profiles to breed new inhabitants from.

This means that you are able to take personalization of your character to a high level. From a base of six body structures, you can customize facial features, skin colour, eye colour and other visual characteristics.

The final part of character creation is to choose the initial skills for your character. In Seed there are no "character classes", instead your skills describe your talents and define, what sorts of tasks you're suited for taking on.

During gameplay you will be able to develop your skills and learn new ones. It's up to you, whether you want to continue specialising in your initial skills or you want to move into a whole new direction.


»Skill effects

• Access: A skill may give you to using items and or machines, e.g. you must have "Structural Repair 3" to use an "arc welder" item. Some skills also require other skills, e.g. you will need "Mathematics 3" before you can learn "Physics 1".

• Knowledge Access: You may need certain skills to gain access to certain knowledge, e.g. the output from a DNA analyser can only be interpreted by people with "Microbiology 2". Likewise some information nuggets require certain skill levels to be read.

• Passive effects: A skill can automatically boost a characters ability to perform in the game. Passive effects are always positive, e.g. a skill may make the character faster at performing specific repair jobs, may make the character spend less resources when using tools and items, etc.




• Trade-off effects: Trade-off effect skills, like passive skills, boosts character performance at specific tasks, but they also entail a penalty. A trade-off skill could be "Jury Rig", allowing the player to repair faster, but less efficiently. Trade-off skills must be activated to have effect, thus you decide when to use them.

• Social effects: Some skills affect the way NPCs react to you, e.g. allowing you to be a more convincing liar, to seem more likeable etc. Some social skills also allow the player to use emotes, social gestures, such as threatening stance, cute smile etc.

A skill comprises a number of the above effects, e.g. "Structural Repair" gives you access to a number of structural repair items, passively boosts your ability to use these items, and allows you to access specific pieces of knowledge.

»Technical details

The graphical style in Seed may resemble cell shaded graphics, but it's somewhat different.

Soft shadows and realistically blending with the textures and "fogging" is used to give a more three-dimensional and less "flat" experience than with cell shading. At the same time spectacular highlights are kept at a minimum not to give the style to much of a plastic 3D look.

A lot of objects are given black outlines, especially the characters, in various ways to tie up the overall comic book feel.

Gameplay
»Rule the world - until you're ruled out.
In Seed players are eligible for most administrative positions. Administrators control the colony resource and production flow, i.e. the making of items, components, tools, accessories, services and so on. This is the foundation of the trade economy.
Players can influence large-scale development of game world society by deploying or withholding resources for projects. Such a project could be funnelling resources into rebuilding the space elevator and getting the dead space station above the colony back in action.
As an Administrator it?s up to you to keep the optimum balance between what to produce and when to produce it, what to repair and what to recycle, and when and what to build. The more people use your machines, the more "income" you get.


»Create and improve the tools of the colony.
In Seed you are able to craft items and machines.
Items are handheld devices capable of performing some function, e.g. repair tasks. Machines are stationary devices capable of producing something or extracting knowledge from items, e.g. a DNA analyser might discover an alien microbe in a blood sample.
To craft a machine or item, you will need a design containing a number of blueprints and a number of components.

»Set your clear and hidden agendas.

The colony is a decentralised democracy using publically elected Administrators to determine what to use the limited amount of ressources for.

Administrators are elected through referendums, simply called polls. Everyone has the opportunity to participate in the democratic process by voting and by casting votes. NPCs also take part in the democracy voting according to personal opinions and to the reputation of the involved colonists.

Many colonists have formed political project rings to promote and support their different viewpoints. Political campaigning is an important part of life in the colony.
»Large scale changes call for large scale efforts.

Curing a new disease, digging out new living areas in the tower, or inventing a revolutionary new technology calls for a number of colonists to work together in constellations known as projects. As a colonist you may participate in several projects at a time.

You will be notified automatically when you come across a situation that opens for a project to be started. For instance if you conduct an analysis of a blood sample from a sick colonist, you discover that it contains an unknown microbe. You are then notified that in order to do a full examination of the microbe and eventually come up with a cure for the disease, you will need to initiate a project.

A project will show up as a diagram of nodes which all need to be completed. In the microbe example you will see a set of 10 nodes; the first telling you to gather 100 blood samples containing the microbe in order to be able to do a thorough analysis. When you have gathered the necessary number of samples, the next node in the diagram will reveal the next step and so on.

After completing a project you will have immediate access to the results. It may be blueprints to new or enhanced items, permanent changes in the tower, access to new locations, etc.

All projects call for co-operation. Some can be completed by 5-10 players in a week's time; others need the work of hundreds of colonists for a month.

In theory you may be able to complete entire projects yourself. In reality you may find it to be an infeasible task; having 10 people gathering 10 samples each is more practicable nevertheless. You may also find that you do not have all the skills required to complete all the nodes in the project.


»Keep the world from falling apart.
The colony tower is no longer the strong structure it used to be; it was constructed to terraforming a planet, not housing a colony. The harsh environment causes the outer walls to crack, the extensive use of power required to maintain life support causes electrical systems to superheat and short-circuit, and so on. Left unattended damage will spread, causing more systems to fail or causing larger, more serious cracks in the structure.

Unnecessary to say, repairing these hazards has top-priority and people making those repairs are generously awarded with Access Points. Thus, several colonists make themselves useful as damage controllers.

Repair jobs are issued by either TAU or by administrators in charge of the area or the machinery. When accepting a repair job you "log it", tagging it as being carried out.

In order to complete a repair job, you need the appropriate skills, equipment, resources and the necessary time.


»Assure day to day survival - and lead the way to the future.

Alien spores and substances get into the colony through cracks and air vents almost on a daily basis causing illness and corrosions. The safety and future of the colony depends on keeping potential hazards at bay and finding new and effective use for the limited resources. In other words, the colony is in need of effective research.

Research is divided into "field research" (gathering data) and "lab research" (analysing and processing the data). Field researchers use items, while lab researchers use a variety of machines. No matter which you prefer you will often find that research is in high demand amongst TAU, NPCs or even other players.


»Join like-minded colonists and come closer to your common goals.

Sharing political beliefs, visions for the future, or general views of life have made many colonists form rings. Rings are social networks, by many colonists viewed as a large family or a trusted circle of friends. Any colonist can establish a ring and thereby define the purpose and goals of the ring.

The advantages of ring affiliation are many. Colonists in a ring can share knowledge, items and access to facilities. A science-oriented ring might offer you access to a lot of research items and as a member you might have priority access to a series of coveted lab machines.

On the other hand rings often work at cross-purposes. If one ring works towards increasing the lab space capacity of a cluster, another may work towards increasing living space or production capacity in the same cluster. Ring clashes are often most apparent before votes, where either side tries to find favour for their views amongst other colonists.

You can be related to only one ring at a time. When joining a new ring, your membership of your previous ring is automatically cancelled. Ring membership is taken very seriously by many colonists thus switching ring is often frowned upon.
You may of course be with out ring affiliation if you like.


»Seed might have those iron bars you want. However, it would be nice to move ahead in your lab queue...

There is a shortage of resources in the colony and an abundance of opinions on how to use them. This opens up for a lot of trading activity. Although all trade ought to go through Administrators several colonists have figured out that it is easier and quicker to bypass the official trade routes.

Literally, every thing is tradable: Resources, items, access to facilities, votes, favours, etc.
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