Seed Eco-Home Training MMOG

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Value Proposition

Imagine a game in which a pile of materials is dropped, and you build things as a massive collaborative online game effort. Then you can extract actual CAD and build workflow/procedures from the design that the players generate. This can work if the parts used in the game are real and technically correct. Can this be a way to leverage gamification for mass collaboration on computer aided design and build instructionals creation?

Use case: currrently we are wading through a detailed design of the Seed Eco-Home 2 in FreeCAD. The OSE Game can possibly be used to generate the complete design via gameplay - instead of people having to work hard to do that via workplay. To be useful, the gamification can rely on (1) technically correct part models; (2) augmented information within the game that provides hints as to how the parts are built.

To include a competitive aspect - there could be two teams in the game that build side by side, and the winner is the one that finishes first. But we should always think about how we reward behavior where players are helping the other team if they have trouble.


A sophisticated aspect of the game is learning to collaborate and help - getting people focused beyond themselves and into helping others. For example, say a player builds a module. And another player arrives to the game late or has trouble putting something together. Then the skilled player could get points by assisting another player in the build. Points could be scored by how fast each person builds their modules. Everyone collaborates on the house build.

To assist another player, one simple feature could be voice communication within the game - where one player approaching another simply activates a virtual voice link, and tells them in words how to build something. Or, one player could point to a part and another part - or simply show the other person how to do it by asking, 'can I help you.'

There could be many ways that the collaborative aspect can be included, so we are actually wiring people for coopearation rather than one's own glorification.


I think that it's important to have a 'fun' fantasy aspect. So I'm prototyping disaster survival scenarios, particularly I like the ideas of supervolcano, drought/wildfire, and megastsunami



June 2021

MMOG that allows you to build a house.

  • MM teams compete
  • inclusive pile of raw materials and parts and tools is dropped and collapses into a pile with physics engine.
  • AR identification of parts helps you/teaches you to identify parts. You can pick the parts you need.
  • You collaborate by not picking parts you don't need so others can use them so process is not blocked
  • You need to coordinate build by selecting one of the 70+ modules (69 wall modules).
  • People take out parts, physics engine shifts parts around.
  • Lumber is cut with augmented info on lumber appearing as you slide through the miter saw.
  • Tape measure allows you to measure materials from pile, so you are learning/reinforcing materials recognition.
  • A manual shows steps, you follow them. You insert materials in a Cartesian manner, onto sawhorses. There are also rotation operations available.
  • You choose through some tools in a menu if you picked the tools up from the pile.
  • You can carry parts, and at other times you need to carry with others. Process allows you to carry parts with real physics - so you can grab at certain locations, and if you raise one end, for example, another end is not raised unless another person is helping.
  • Basically - essence of game is placing parts in 3d space with translate rotate 6 degrees of freedom in 4D (3D + time), and ideally voice so you can coordinate with another person when you move thing so that you don't drop things.
  • But technically- is it possible for multiple people to work on different parts of the build - such as 100 modules or 200 modules at the same time?
  • Can we do a funding mechanism where teams compete to build a certain house - first to finish?
  • Difference between this and other games is that this game corresponds to reality - you are practicing a real build. Game gives youeaningful and significant skill in the actual build if you build for real.
  • This, metric of success must be correspondence to reality:
  1. Exact parts
  2. Exact tools
  3. Exact workflow
  4. Exact sequencing - ex, you can't put on the roof if you don't have walls.
  5. Ability to record and study the game - so another team could create complete instructionals!!! This is worth the equivalent of the entire custom home architecture industry, or about $10B assuming $100k salary. [1]
  6. Quality control algorithm - checks that you are using correct parts - such as 3 screws at the end of a 2x6 lumber piece.
  • It seems that a strong point could be the quality control and procedure correctness function. For example, the positional tolerance can be calculated for free-placed objects! This is indeed how it must be done - without snapping - so that it corresponds to reality - just like in CAD. That's why constraints in CAD are BS - they do not correspond to workflow integration of design-Build being done by the same person - otherwise. Why snap in CAD if you can't snap in reality? It is possible to implement 'snapping' in reality - but it has to be implemented by physical means - it doesn't happen automatically.
  • This game should be a construction set, applicable to whatever parts we choose. So we can build a tractor, house, village, 3D printer, aquaponic greenhouse.