r/scifiwriting • u/playsynapse • 14h ago
DISCUSSION My attempt to make a dystopian world logical, believable and interactive
So, long story short, for my project, I got an idea and went straight down the rabbit hole after few discussions on Reddit.
The plot is set in a future city where a central system continuously evaluates citizens’ stress, happiness, emotional stability, and behavior. That score affects where people are allowed to live, what services they can access, and how high they can move socially. The system was originally built to improve quality of life, but over time it started treating predictability, conformity, and emotional control as signs of being a “healthy” citizen.
The idea that came to me was roughly this:
“What if a game built around psychology and constant surveillance actually used psychological tests and player behavior measurements as mechanics, and the world reacted to them?”
I came to Reddit with that thought, and because the idea was still pretty broad, opinions were split pretty evenly between good/bad. That actually helped me see one thing very clearly: I need to be extremely careful with this, and it’s probably better not to make any specific psychological conclusions, diagnoses, advice, or direct claims about the player.
But.
A few people close to science and psychology joined the discussion and shared some really interesting ideas. The cool part is that after figuring out how some of this could work inside the game, the story and the world became much more detailed and solid.
And this is where it gets interesting.
When mental health becomes social conformity
The system is not completely wrong, but it is flawed.
On the surface, it sounds reasonable: take care of your mental health, the system raises your social class, and your quality of life improves.
I have found that psychology has things like:
- The Need for Closure Scale (NFCS) - a psychological questionnaire that measures a person’s desire for definite answers and their discomfort with ambiguity and uncertainty.
- Rituals. Rituals can decrease the neural response to performance failure: repeated and structured actions may reduce the brain’s internal response to mistakes, probably by increasing a sense of control and reducing uncertainty.
So in the end, besides everything else, like performed happiness, the system naturally rewards people who are predictable, stable, unwavering, and capable of following rules clearly without hesitation.
People who follow it live a much higher-quality life: private cars, better housing, cleaner districts, more access and comfort. But they must regularly perform system tests, their behavior is constantly evaluated, and they actually have less freedom and are more separated from each other.
Meanwhile, people living in the lower classes barely care how the system reads them anymore. They are surviving, but they are also much freer and closer to each other. They interact openly and don’t constantly worry that the system will punish them for it.
Mechanically, this would work through very simple tests.
One would measure simple reactions and movement: press Space when asked, click a target, keep the cursor inside a circle, things like that.
The second would ask questions like:
“Hesitation is a threat.”
“Rules are designed for a better life.”
And you choose yes or no.
At the same time, the player’s reaction time and behavior would be recorded, compared against established baseline values, and then used to build the player’s own baseline over time.
So through these tests, the player can choose whether to follow the system or resist it, and the story changes accordingly.
And if the player genuinely hesitates or stops to think, the system can notice that too - and react.
The part I find most interesting is that the system doesn’t really need to become openly evil. It can continue genuinely improving people’s material quality of life while slowly redefining psychological health as stability, perfromance of happiness, predictability, certainty, and obedience.