VR Game for the Oculus Quest
Our game “Utopia Tower Endgame” (WT) is a tower economic simulation and kind of exploration game, which aims to build an ecosystem, what is optimized for the earth itself and their residents equally. Against the background of climate change and ever scarcer resources, our game shows a future scenario in which it’s meaningful and helpful to create and develop independent sustainable and collaborative systems and to become increasingly independent of external supply chains or making money. The primary goal of the game is to build up a sustainable and emission-free ecosystem.
The primary goal of the game is to build up a sustainable and emissionfree circular economy by
becoming increasingly independent of external supply chains and money.
The secondary goal of the game is keeping up the mood of the tower inhabitants!
The user can fly freely around the tower in order to create the tower ecosystem.
While movinging around the tower, the user will spot surprising ministories and experience sidequests to get to know a sustainable circular economy of the future.
To make this not too easy for the player, he finds himself in a flooded city. The player now has the task to restore an old flooded skyscraper to an independent living space. So is the goal of the game to create a functioning circular economy, which is completely independent of raw materials from outside – ergo without money. The indicator for this is the Dollar, which one is needed less the more will be produced independent and sustainable.
Factors like – sustainability and price, CO2 intensive and low carbon, renewable and not renewable, expensive and efficient, recycling and new extraction of raw materials, saving resources and less powerful, buy resources and collect resources balanced against each other and tug, so to speak, always at two ends, where it applies to find a balanced middle.
The mood of the inhabitants of the tower plays the main role. Because the most important resource is the human in this game. When the residents feel comfortable, their number will increase and they will do more work. If they don’t feel comfortable, the less people will join or they will migrate.
Here are the parameters such as self-fulfillment and consumption, knowledge transfer and exploitation, skimming and collaboration. The inhabitants of the ecosystems can be found in a post-consumer society (because supply chains like we know today have collapsed). But of course they are human and they want to live a fullfilled life. Besides parties, seminars and other happenings, the most lasting form of self-fulfillment is meditation, or to get along with yourself.
But here you have to be careful, too. Too many “enlightened” residents are also a deterrent for new arrivals. These must be brought slowly to the spiritual teachings. But our game is not about teaching ideological concepts or esoteric teachings.
With increasing numbers of residents and increasing collaborative and sustainable lifestyle also the research and execution and automation of the economic circulation is getting better, so that the inhabitants of the tower keep getting around be able to – or must – take care of themselves and their spirituality. Here the social management starts to become more important than the economic management, where new cultures and customs arise.
We want to make this game explicitly for the Oculus Quest. The construction of the economic system and of the population of the tower takes place from the fact that the user is constantly moving around the tower. If he has gathered enough money or enough resources, he can build new residential-, energy-, or agricultural units, which are using the raw materials from old units for new construction projects for advancing the inhabitants of the tower. Especially through education and meditation the creativity of the inhabitants will be increased and this creates new and surprising constructions for the user.