Siboot is a game about character interaction.
Characters communicate in a symbolic telepathic language; they gossip, emote, lie, threaten, plead, make deals, and cheat on deals, all in an effort to obtain crucial information that will help them prevail in nightly dream combat pitting Power against Virtue against Truth.
Logic and fast reflexes won't help you win this game: you'll need social intelligence and emotional intuition.
“This new project, Siboot, will expose Chris’s ideas to an audience orders of magnitude larger than he could ever hope to reach back in The Day. Perhaps some fearless designer, unborn in 1987, will take what they find here and mold it into a gap-spanning marvel.”
Professor, Worcester Polytechnic Institute; Creator of Loom
“I don't know if I will be enchanted, amused, or annoyed by this particular story on the glorious day when it is released, but I do know that its aspirations will inspire me, and that its completion will be a memorable milestone in the practice of interactive narrative as an art form. Sign me up as a supporter, and GO CHRIS!”
Professor, Georgia Institute of Technology; Author of Hamlet on the Holodeck
“At a time when the game industry continues to heavily focus on technological innovations, it’s critical that we never lose sight of games as a storytelling art form. [...] Siboot is an opportunity to do exactly that — to keep advancing game storytelling and narrative.”
IGDA executive director; founder and principal consultant, Geogrify
Unlike most games, Siboot is all about social reasoning. There are no tests of reflexes or logical calculations. It all comes down to your interpersonal skills: can you tell how other people are feeling, predict how they will react, and manipulate them to achieve your goals?
A broad symbolic language permits rich interaction with the characters.
Our characters are built with multiple personality traits, unique relationships with one another, moods, and memories of your past behaviors.
Everything in the game is done with a range of greys; characters don't have any buttons to push that make them act. They have feelings.
Intuition, not computation
You can never know enough to compute the best course; you must rely on your intuition.
Which of your resources will you wield against your opponent? The information you obtain from others will help you decide.
A serialized novel presents the history of the colony on Kira, where the game takes place. Learn about the Four Species, Siboot, and Eeyal, the telepathic language used in the game.
Can you read the emotional expressions your rivals' faces to decide how to behave?
Hundreds of textual encounters, with thousands of actions and reactions to choose from, allows more nuanced interactions with the characters.
The game takes place on Kira, a moon of the planet Lamina, populated by four intelligent species. The colony on Kira was cut off by a nuclear war on Lamina. Under Siboot's leadership, they survived the crisis. A century later, Siboot's third successor has died and a competition held in Dreamspace will decide the fourth successor to Siboot. You are one of the competitors.
Siboot is only the first step in a much grander strategy to kickstart an interactive storytelling industry.
Siboot will demonstrate the efficacity of the technology we have developed for interactive storytelling — technology that we will ultimately give away.