I only participate in crowd-funding if I have a reward for it (in this case, a free copy of the completed game), and when I see a project already partway to completion, with "something to show for it". So, if I were to help crowd-fund your endeavor, I'd want to see you complete it partially in your own spare time, then ask for further funding to focus on it full-time and bring it to completion. Have some screenshots, a basic demo of it, a really detailed design doc, or something of that nature.
So here's my idea:
Multi-player sim city with satoshi's as the base currency, you have to pay to start your city (i.e., fund it with 0.01 BTC or something to get 1,000,000 credits to start building with). Cities are placed on a world map. People can view each others cities. Cities are constantly in motion - in other words, the gameplay doesn't pause just because you exit the game.
Here's where the money-maker for you comes in, and the challenge/reward for the players comes in:
- A base tax is levied over real-world time. This is a fixed credit tax. 500 credits/day or something.
- A land tax is levied over real-world time. This is a variable credit tax, dependent upon how much land you use. 5000 credits/sq mile or something.
- The experienced player must attempt to build a city large enough to sustain itself while paying the taxes. Anything beyond that is icing on the cake, monies that they can actually withdraw if they like.
It should be difficult to successfully create a large, thriving city, but this is the only way that a person would actually be able to "make money" in the game. Those monies would come from taxes on cities who don't turn a profit. The difficulty should automatically adjust according to how much money is brought in from failed cities vs how much money is given out from successful cities.
Hmmm, this actually turned into an intriguing idea as I wrote it. I kind of like it.
I have wanted to plug in a Lincity or similar free open source simulated city component for a long long time.
Over the decades though I have ended up taking a top down approach to universes instead of the bottom up approach simply because starting at the bottom always leaves too many undefined holes/edges.
Basically instead of starting out with, say, an inn for players to live in an a dungeon from them to adventure in then having to wonder what the rest of the world outside their little area is like, I now start at the large scale and work down.
Thus, I start with a vast panoply of galaxies. (I had a cube 1.0E11 x 1.0E11 x 1.0E11 parsecs in size, containing billions upon billions of galaxies, back when the Apple IIe was new.)
I get down to cities using Freeciv. Freeciv off the shelf runs one planet, with nations and cities and politics.
That gives me a backdrop in which I don't need every city to have to be controlled in Lincity/Simcity level of detail, there can be a world fully populated with cities even if no players ever choose to delve down into a more detailed view of any particular city.
It would be great to be able to plug in a Lincity type module to let people do that kind of detailed play of their city.
Right at this moment though it is looking like maybe an Open Simulator representation of a city might actually be easier, except maybe for the sheer size of such a representation. (A Freeciv map tile is probably 160,000 or more Open Simulator "regions" in size...)
160,000 "regions" would be quite expensive to host if you did it the simple way of just actually putting that many regions online.
So a Lincity/simcity type representation would if nothing else have an economic advantage in that more players would more likely find paying for such a represenation to be hosted to be within their budget.
But when we start at the planet scale, simply looking to finance the hosting of the Freeciv scale planet representation with enough funds to allow starting into the more detailed - and thus more resource-intensive - scales, a nation/civilisation having only one city seems quite affordable, and also has the virtue of making a large nation with a few hundred cities far more costly than individual players usually find affordable for just their own personal control/use/play. This helps encourage nations to actually "consist of" more than one player, which in turn provides motivation for various clan, association, political party, guild etc etc type groups to organise/grow/develop.
What I have to show so far has begun to be documented at
http://devtome.org/wiki/index.php?title=Galactic_Milieu and also at
https://bitcointalksearch.org/topic/open-transactions-server-assetbondcommoditycryptocoindeedsharestock-exch-53329(The latter because I want banks and stock exchanges that people build in cities to be able to be detailed out as fully functional so each can itself be an embedded economics/finance game within the larger game, allowing people only interested in speculation etc to have fun doing their thing while still thereby contributing to the depth and detail and variety of the larger game.)
-MarkM-