Our goal is to create a mirror of society and humanity. We want to evoke different emotions in our players, emotions that you’re more likely to find in other forms of media than in games. Games tend to be fantastical but they don’t often touch on the elements of everyday life. For example, in a game it’s rare to see the main character sitting down to have dinner. This is because people would rather be running around and racing fast cars than doing something mundane. Although this can be thrilling, with SEED we want to inspire authentic human emotions. It is much easier to trigger these emotions in people when they are faced with a relatable character instead of a hero. For this reason our Seedlings are as human-like as possible. They’re fragile, they socialize and sleep, and they like certain types of food. There are also real consequences to their choices. These are all things that people can identify with, which creates a deeper, more meaningful experience. As for
collaboration, incentives are really key. Also, in SEED there are a lot of win-win scenarios, which fuels collaboration. For example, if you’re running a business in the game you can always hire more Seedlings from other players and you can always sell more things to other players. This in turn creates more opportunities for the community.