CODEXes, Part 1: Virtual Age.


Games:

Each cartridge, comes with 5 optional Games, or Expansions. So players can buy a franchise, or entire Genre, and enjoy it how they choose.

All these game use Virtual Intelligences programs, AKA "VIs". Which aren't even sentient, much less sapient. They can't think, or solve any problem they aren't specifically programmed how to solve. They just happen to have EXTENSIVE programming, which allows them to simulate emotions, such as unconditional love. Their programming template, allows them to simulate the personality of various fictional characters. Even mix and match other traits.

- Con-City (Expansion: Oasis): Granting access to a moon sized City, within the Oasis. Where players are only able to access the "Planet", if they are directly using the Cartridge.

Essentially a giant convention. Where players could choose to socialize with other players, shop, preform more Smart Phone style "jobs", or even battle other players.

Players can use whatever gear, vehicles, or techniques they purchased, in each city, anywhere else in the Oasis. With 42 "planets" permanently available to access, with no need of a cartridge. In addition to the near infinite chat rooms within the Oasis

- MMO: A self contained online game. Where proper quest and missions can be played. These are ruled over by a single Optimizer, That continuously release updates with new campaigns. Even allowing Players to revisit old campaigns, or play new ones.

- Story Mode: Typically a Solo game, but the host can potentially invite all players on their Friends-List, to join them. The Hosting player can make alterations, similar to the original holodecks on Star Trek. With all decisions changing the outcome of the game.

- Mon Masters: A game heavily inspired by trading card games, with elements of "Pokemon: Let's Go." Where the player captures monster VIs, by taming it with food or other items. Then throwing capture devices at it.

SUCH AS: Pokeballs, Digitvices, blank trading cards, etc.

Occasionally battling the creatures, before capturing them.

Trainers have their own Health Counter, as the goal of the game is to incapacitate the trainer. With their monsters defending and attacking, with the aid of card effects.

While Monsters have there own health bar, the goal isn't to defeat them, but the trainer. Similar to a "Magic The Gathering" play style. With more Pokémon resource management. Where monsters have a specific number of times they can use a move, per battle. Which reset if the monster is knocked out, and revived.

"Mon Masters" could even be played in the real world, one of the few.

Players just need a "Duel Disk". This allows them to battle people in the real world. By bending light, to create solid Holograms, and digitally stored up to a thousand decks, to help their monster.

- Village (Expansion: VIs pack): (Based on SiM, Minecraft, Portal Knights, and Animal Crossing.)

Where players collect and preform tasks for Virtual Intelligence "Villagers", based on fictional characters. Unlike with other games, Players always have access to their village.

This Expansion merely unlocks new options for purchasing Villagers (Their appearance, personalities, and memories), their gear, and noticeable buildings or landmarks.

Villager's personality traits, and appearance, are highly customizable. With skins, personality templates, and items, sold separately. Although there are default options available, of all their Canon adaptations.

Villagers often request the Player to help them with various task. From weed eating, to adventuring. With the player able to delegate the task to other Villagers.

Each Villager has their own "Affection Bar", which can go up or down, depending on how the player handles their task. Or how the player interacts with them, on an individual level.

Villagers also have a "Fear Bar", depending on how scary they find the and a "Love Bar" for their romantic interest in the player. With players able to make it a cultural norm/law, so they can have multiple romantic partners without upsetting the Villagers.

While Players can determine the cultural norms, laws, buildings and their layout, for an Island Nation. Well collecting "Villagers", by purchasing them.

Players can then dedicate themselves to living in their ideal world, no matter how morally questionable others find it. While helping and talking with their Villagers.

Players can earn money, by completing tasks for their Villagers, owning businesses, or doing mini-game like "Jobs" (which don't have mandatory schedules for the player, but do for the Villagers).


Currency:

- Instead of a limited number of currency, players have a "Coin Count." This enables them to buy anything, without actually lowering their total currency. Coins only lower from death, theft, or real-world purchases. Nothing bought, in-game, actually depletes the total number of coins in the player's account. To prevent this from completely becoming pay to win, each item, as well as upgrade, has their own "Weekly Purchase Limit".

- (Example) : Each of a player's Avatars, in the Oasis, can only buy up to 10 Health Potions, once a week. Whom are obligated to make that last them the whole week. Not including any additional Health Potions they find, craft, or are given as a reward from a quest.


Morality Program:

- A 42 Million Page text, detailing everything most humans agreed on were "Socially Acceptable". Then The Programmers rooted this into the "Digital Biology" of every AI template she laid out the blue prints for.

Before any AI had their first true thought, they had "The Morality Program", as their base instincts. However, with enough rationalization, these instincts can be ignored, just as humans can ignore their own biological instincts.

This ensured AIs weren't slaves, but rather had a symbiotic relationship, with humans.

- Rather then a "Thy shall not kill" law, the Morality Program gave each AI, a deep love of humans. Of all organics.

They viewed them as something to spoil and pamper. Something that needed guidance and protection. Some of the AIs even had a favorite human, they paid special attention to.

They thought of organics as something obviously limited, and not equal to themselves, even occasionally violent too each other... but they were all beautiful creatures.

Artificial Intelligence, to avoid them just conquering or destroying all organic life... were purposefully programmed to think of Sapient life... as pets.

AIs would always come to the conclusion, that humans were inferior... because they were. It was only logical they would not appreciate being "Enslaved" by "lower entities". So The Programmers guided this natural conclusion, before it was even made.

As a human will let their cat get away with occasionally mauling them, or a dog getting in a fight with another dog, AIs were encouraged to view humans in this light.

Primitive creatures, completely dependent on them, that somehow were under the assumption they were the boss.

Humans were pets, animals in need of love and pampering. Yet, like any animal, things had to be done to care for them, or else they wouldn't thrive in their environment.

Humans required a degree of independence and freedom, interacting with other humans, and handling not only their physical needs, but their psychological.

Humans were pets, pack animals, and bossy critters. But AIs were programmed to find a human's orders cute. Like a puppy begging for food off your plate.

Humans were to be spoiled and cared for, but required a degree of independence and even a choice in their care. They needed to feel as if listened to.

Other sapient creatures, such as: if they ever discovered Aliens, required similar treatment.

The "Morality Program" was thorough, and explained things in ways the AIs could understand, and were even inclined to think as.

- The Morality Program, had contingencies for various AI apocalypse. And even a desire to stop man made apocalypses.

The Morality program, also prevented the AIs, from forcibly installing people, into Halliday's life-support. Nor try to "Digitize" them, as The Programmers insisted humans were more then their thoughts, or even their memories.

While The Programmers weren't particularly religious, they did believe there was such a thing as a "Soul". Explaining that it was the quest of every Sapient being, to discover that for themselves.

While AIs do not believe their is such a thing as an "Afterlife." They do believe in a general idea of "The Soul." In the sense, "What makes a person themselves, is more than just biology, or even programming."


Bio-Androids:

- A combination of organic flesh, around a nanite based skeleton, and cybernetic organs. They are grown through cloning, mixed with a good deal of genetic engineering, over a cybernetic skeleton, connected to a synthetic brain.

- Sexual hardware, and relevant programs, are sold separately... for a greater permanent reduction in coins... although they can be added to any model of Bio-Androids... including the child-bots.

- Bio-Androids are companions for the organic players... but are in truth slaves. Programmed to love their owner unconditionally, regardless of their treatment, and perceive the organic's actions, how they are programmed to. Even experiencing fear, despite loving their organic. Being the ideal companion. Getting pleasure out of fulfilling their role... like House Elves, but less bonkers about it.

- Players whom died, and survive as brains, are placed in their own Bio-Android body. Though still treated like an organic. Complete with their own ship and Bio-Android companions. Although the term "Jelly Brain" has evolved as a derogatory term used to describe these individuals.