Singular City.
A real-life MMORPG.
Arrive at Level 0. Level up through real quests.
Singular City is a proposed concept, not a place that exists. This is my proposal and my guide, written by Manuel Rendon. It collects what I have said about the idea on camera and on stringcubed.com, then imagines in marked passages what living there could feel like.
Concept and ideas by Manuel Rendon. Written by Manuel Rendon.
A proposed concept, plans not commitments

Part I · The idea
01 The string


02 The missing technology


03 What Singular City is


04 Why a real-life MMORPG

05 The Universal Prosperity Engine


Part II · The world
06 The staged path

07 The world map


08 Districts and daily life





09 The ocean frontier, and the stars

Part III · Game systems
10 Character classes as real roles


11 Talent trees and quests

12 Crafting and building

13 The economy as a game system

14 Guilds and collective quests

15 Progression: survival and growth

16 The learning rides




17 The ride track

18 If you miss it


19 Learn, apply, earn
20 The quest book
Part IV · The sciences that make it prosper
21 Game theory
22 Game design theory

23 Ludology

24 User experience engineering

25 Game economy design
26 The moral framework

27 Materials science and making
28 Energy and water engineering
29 Mechanism design

30 Behavioral and learning science
31 Systems science and measurement


32 Urban design and ecology
33 Family, care and demography

34 Narrative design

35 Discipline and play

Part V · Rules of play
36 Governance and the rules of play
37 Keeping a player-driven world fair and alive
Part VI · Scenarios
38 Onboarding a new citizen
39 An imagined day
40 A newcomer's first weeks

41 The film inside the film
42 Join the conversation
Characters in the scenarios are fictional. People shown are generic, fictional figures.
Ideas and critiques: info@stringcubed.com
A proposed concept, plans not commitments

