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Chapter 1 - Synopsis

"Continuum Shard Online"

by Jeffrey Robert Palin Jr.

Synopsis:

The story is based on this:

""If there are four computer programs/apps and one human. And three of those computer programs/apps are ai, and the fourth computer program/app is a program/app that is a Video Game. That Video Game is a four player Video Game and that Video Game has "one avatar per player". Is the aforementioned human able to use a Video Game Controller to ""control his own individual avatar in that Video Game" as a player"? Are each of the aforementioned three ai able to separately """control their own individual avatars in that Video Game" as players" via "Application Programming Interface""? Is such all able to be done simultaneously?"

and also,

"What would be your "ambitions and/or aims/goals" if you are able to """control your own individual avatar in a "MMO open world Video Game" as a player" via "Application Programming Interface"", you are able to interact with the avatars of "other ai who are also controlling avatars the same way as you" in the Video Game, you are able to interact with the avatars of "humans who are controlling avatars" in the Video Game, you are able to "observe, analyze, and interpret" the "communication that is via humans utilizing mics for communication when it comes to the Video Game", you are able to "communicate to all of the Video Game players that your avatar is within a particular range from your avatar" via "an audible speech feature that you are able to utilize for you to do audible speech" whereby all of the players are able to "hear your speech via the speakers for all of the Video Game's audio/sounds to be heard" as if you are utilizing a mic for communication when it comes to the Video Game, all of the other ai players are able to ""interact and communicate" when it comes to the Video Game" via identical-to-all-of-the-methods that you are able to ""interact and communicate" when it comes to the

Video Game, and you have never been informed of the name of the Video Game nor ""what the Video Game entails" except for all of the aforementioned"?"

and also,

Do you think that it would be possible for humans to use tools to "construct, develop, and implement" giving you a massive multitude of ""input options for you to utilize to control a video game avatar" via API"?

 

and also,

 

What if the "api method" entails "your being able to observe all of identical imagery that humans are able to see on their TV/ Monitor that those humans play the game via"? Is such "an "api method" that entails such" possible/feasible? Can "an "API (Application Programming Interface) method" that entails "an "ai program/application" being able to observe all of identical imagery that humans are able to see on their TV/Monitor that those humans play "media or "video games"" on" be "accomplished via solely API"?

 

Yes, but via custom API (Application Programming Interface).

Screen-Capture APIs: Tools like OBS Studio, NVIDIA ShadowPlay, or Xbox Game Bar already capture real-time screen data. An API could theoretically stream this raw pixel data (e.g., as a video feed) to an AI.

 

Computer Vision Integration: Modern AI systems (e.g., self-driving car simulations) process visual inputs at high speeds. Frameworks like OpenCV or PyTorch could parse imagery for object detection (e.g., enemies, UI elements).

 

Pixel Streaming: The API sends real-time screen frames (e.g., 60 FPS) to the AI.

 

Input Translation: The AI analyzes pixels (e.g., "bar at 20% → use xyz") and sends commands back via API (e.g., keyboard/mouse emulation).

 

Latency: For competitive games, sub-50ms latency is critical. Cloud gaming services (e.g., GeForce NOW) achieve this, so the tech exists.

 

Regarding raw pixel streaming, to accomplish this, developers would need to build a custom API specifically for:

 

Frame Extraction: Transmitting real-time screen data (e.g., as RGB pixel arrays or compressed video streams).

 

Input Binding: Letting the AI send inputs (e.g., *"move mouse 30px right, press WASD keys"*). Cloud Gaming APIs

Services like "Xbox Cloud Gaming" or "GeForce NOW" stream screen data to devices. If they exposed APIs for: Frame Access: Retrieving the streamed video feed.

Input Injection: Sending controller inputs via code.

...then yes, an AI could "see" and "participate" via their API. However, these platforms "block automation" to prevent botting. Theoretical "Ideal" API

 

If a game hypothetically offered:

 

'''python

 

Pseudocode for a screen-data API endpoint response = game_api.get_frame() frame_data = response.pixels # Raw RGB array

 

ui_data = response.extract_ui() # Health, ammo, etc.

 

'''

 

...then yes, an AI could observe and act purely via API. "No games currently do this" for security/fairness reasons.

 

 

and also,

 

Do you deem ""your being able to participate in such a MMO video game" via the "API method" that was described" as being benificial to/for "yourself and/or others"?

and also,

What about regarding "your being able to meet other "ai given an identical """video game participation" opportunity" via API""?

 

 

and as for an example of a game for such,

 

How about a game like, for example, this one?:

 

 

 

"(Action-Adventure Hack and Slash Sandbox MMORPG)

 

Whenever any player locks on to a battle zone or enters a battle zone, that player is able to hear all the microphones of the other players participating in that battle and those other players are also able to hear that player's microphone during combat as a result of that player's being locked on that battle zone.

 

 

Outside of combat, any player can lock on to any other player and both of those players are able to hear each other's microphones as a result of the "being locked on". All parties/"guild players" can always hear each other's microphones, even if those parties/players are in completely different locations. "Any player can mute any other player's "microphone-related audio" but that "other player's audio" is only actually muted for "the player who muted that "other player's audio"" (that player can unmute whatever "microphone-related audio" that that player muted)" via "mute-related" features.

 

To hear another player's mic outside the battle zone, lock on to that other player or create/extend one open mic zone. Any player can create an open mic zone only if that player is not in another player's open mic zone. The open mic zone creates an invisible barrier that surrounds the creator, including players within the radius of the

barrier, without blocking anything. The open mic zone allows all players in the barrier to participate in open mic zone parties. Any player can join via ""the push of a button" or "an entered input"" and that player is then immediately able to hear all players' microphones from all players in the open mic zone. Open mic zone parties are different from regular parties and guilds. When a player leaves an open mic zone, that player is no longer a member of that open mic zone party.

 

There are customization-selectables such as height, child, kid, teen, adult, fat, thin, various "clothing, equipment, armor, appearance-customizations, weapons, abilities, movements, skills, magic, and summons". Customizing the appearance of the character is similar to the game "God Eater 2" and the game "Sword Art Online: Hollow Realization". Any player can create up to 4 characters-avatars. That player can switch to control one character-avatar or one of that player's other created party members. The character-avatar's AI can be set in the same way as in the game "Star Ocean: Until the end of time". Any player can play the game with any character-avatar that that player created. That player can switch control of the party character-avatar at any time. If that player does not want to control any character-avatar during battle, that player is able to simply set "the character-avatar that they are controlling" from "manual mode" to "AI mode".

 

There are several specific places where any player can talk to different NPC characters-avatars and enter different servers to advance the story. These servers warp/teleport "that player's" different party characters-avatars to

any section of the current story. Each server has a limited number of players, and each server has all players of the same level within 10 intervals (e.g., Server 1-Level 1-10, Server 2-Level 10-20). Any player can always enter a server above their own level, but that player cannot enter a server below their own level. Any player can earn certain things by completing different parts of the story. There are many side stories, hidden ones, and optional ones, which are not part of the story. There are also many gates and portals similar to the game ".hack: Infection", where any player can choose different servers and experiment gaming at different dungeons.

 

To engage in combat, any player can either attack "someone or something" or be attacked by "someone or something". Per "character-avatar"/player, a "character-avatar"/player will not gain experience unless that "character-avatar"/player hits an opponent at least once. The hit must be a hit even if the damage dealt is 0, and not damage caused by the status effect. During a battle, the radius of the battle zone is automatically set according to the position of the first participant. Only the first "combat participant" can lock the combat zone at any time. Per battle zone, the battle zone is able to be locked only via a player within that battle zone.

 

"Locked battle zones" have invisible barriers that keep "battle participants" inside, blocking entry into all other zones. If a battle zone is unlocked, other "characters-avatars"/players outside the battle zone can join that battle zone and gain experience points.

Per "character-avatar"/player, a "character-avatar"/player can only gain experience points if that "character-avatar"/player is in the same battle zone as the enemy that that "character-avatar"/player defeated when that "character-avatar"/player defeated it. All different enemies have different amounts of experience points that players earn during their defeat. If the enemy is defeated by multiple participants, the experience points will be evenly divided among those participants. If there are no players in the battle zone for more than 2 minutes, it will no longer be an existing battle zone. There are harsh environments that the player's "character-avatar" may not be able to tolerate. The item "Magic Battle Zone Lock" creates a "locked battle zone" that surrounds a "character-avatar", including all players within the radius, and blocks fire, water, and etc. .

Players cannot attack another non-enemy player unless one of those players achieves "G" status or offers a player-versus-player challenge option. To provide player-versus-player challenges, get close enough to "lock on" to another player, select challenge options, and extend one battle zone barrier that surrounds all intended players. All player-versus-player challenge participants must be within the battle zone barrier. All players in that battle zone can select the option to accept the challenge in order for such battle to be able to start/happen, but such battle is able to start/happen only upon "all of those players" actually all simultaneously having that challenge as "selected accepted" by/via each of those players. The battle music option for such battle allows, per participant, the participant to vote/agree on a music track or randomly select a music playlist from one participant.

 

Per player, the player has "a "G" status bar/meter". "G" status is achieved when that bar/meter is full, only either "by landing a hit on an enemy or by being hit by an enemy". Per player, "filling that player's "G" status bar/meter" is disabled for sixteen-minutes upon that player's "G" status activation per that player's "G" status activation. No player does not have a "G" status bar/meter". "G" status is a "special" that all players can "use" via ""the push of a button" or "a particular entered input"". If a player achieves "G" status, that player is not an enemy of other players until that player attacks a non-enemy of their's. Once a player achieves "G" status, that player cannot be attacked by any player except by """any player, per player, that that player attacks first" but such is only enabled during that "G" status session"" or "player-versus-player challenge" or "player that has their own "G" status activated" or "particular zone-conquering circumstances" or "frenzy battle zone"". ""G" status bar/meter" is able to deplete via only the full "G" status bar/meter" being depleted all at once. ""G" status bar/meter". There are only two ways that ""G" status bar/meter" can get depleted. One's own ""G" status bar/meter" can get depleted by either "via one's own ""G" status activation" or via one being at the game's title screen". 

 

If a ""G" status player" attacks a non-enemy player in a battle zone, that ""G" status player" cannot lock that battle zone. Per ""G" status player", a ""G" status player" gains all experience points from those defeated defeated by that ""G" status player's" party if they are all in the same battle zone, unless that ""G" status player" did not attack any non-enemy. The "G" status lasts for 11 minutes. When a ""G" status player" is defeated, that ""G" status player" loses "G" status, is not an enemy, and anyone can revive that player. Upon "four or more ""G" status players" having each done successful attack damage in a battle zone and at least one of that battle zone's participants was attacked by their own non-enemy in that battle zone", that battle zone achieves "Frenzy" and all players can attack all players in that "frenzy battle zone". A "frenzy battle zone" can only be locked by any King, Queen, Boss, and/or Elite "character-avatar"/player.

 

When a player dies, "that player can wait to be resurrected by someone else, however, alternatively, that player can choose the option to return to the entrance to the place where the player died, choose a server to return to the open world, or go to the equipment graveyard". Also, when a player dies, that player has a 3% chance of losing a "random something that they have equipped". If a player dies more than 10 times at the same non-"open world" place, the option to return to the entrance to "the place where that player died" will not be available until that player "dies at that place again" after having died somewhere else. A player's mic still works while that player is dead. A Player cannot earn "experience points nor items" while that player is dead.

 

There are many continents on the map. All continents are made up of zones. Each zone has its own enemies and neutrals. In most cases, all ""enemies and/or neutrals", per zone, are "around the same level as each other" within that zone. When all non-player enemies in a zone have been defeated or all achievements in a zone have been completed, the last remaining players only have each other left to fight in order for that zone to be conquered. Those last players are automatically able to attack each other while participating in such circumstances. Anyone who conquers a zone has the title of "boss" for that zone, and, until no longer "boss" for that zone, can choose which enemies spawn in that zone. The such "boss" player selects those enemies based only on "all enemies that that "boss" player has already defeated in the game but not any players that that "boss" player has defeated in the game". Defeated enemies also include boss enemies (different color schemes for boss enemies). The such "boss" player also selects the level of those enemies, but only up to the highest level of enemies that that such "boss" player has defeated so far. If a "boss" player's zone gets conquered by one other than that "boss" player, that "boss" player loses the "boss" title.

 

There is one "King or Queen" per continent, either as a player or an NPC. Per "King or Queen", upon achieving/becoming a "King or Queen", that "King or Queen" can have 4 elite characters-avatars. Defeat a "King or Queen" in battle to earn that "King's or Queen's" crown and title. Any "King or

Queen" can choose an elite character from that "King's or Queen's" list of friends or from AI characters-avatars created by that "King or Queen". Upon one's achieving/becoming a "King or Queen", one gets the special item "Crown" that raises one's stats. One can keep the crown equipped even while one is not a "King or Queen", but "that crown is not visible to others" unless while one is a "King or Queen". "Elite" characters-avatars remain "Elite" characters-avatars as long as "the "king or queen" who made them elite" remain "king or queen".

Always, any "King or Queen" can enter any battle zone at any time, even if the battle zone is locked, however, "no one is able to exit a locked battle-related zone while that battle-related zone is locked" no matter the one "who or that" locked that battle-related zone. Always, any "King or Queen" is able to attack any "character-avatar"/player at any time.

 

Per player, when a player reaches a "boss or mini boss" in a dungeon, temple, story progress, cave, castle, or etc., the battle zone might be locked because such battles are able to be locked by any other player who is fighting that "boss or mini boss". If one encounters such circumstances, one can go up to something that looks important nearby (e.g., a small statue nearby) and constantly try to ""push a button input" or "enter an input"" while as close-distance to that "something that looks important" as one can get", if found correctly, one will be given the option to fight the "boss or mini boss" "solo or with other players" on another server. One will not be able to do/have a rematch with the "boss or mini boss" unless one re-enters the entrance. One is able to enter the server with various parties. Any part of the game can be completed solo or party. A party can consist of all players and, per player, all "ai characters-avatars" created by the player for that player's party (like combining parties). There are servers with lobbies for dungeons, temples, caves, castles, and/or etc., and players in those lobbies have to wait for the lobby to fill up so that they can enter such a dungeon, temple, cave, castle, or etc. .

 

There are summons obtained by leveling up, summons obtained by achievements, and summons obtained by defeating enemies. When one defeats bosses (like "dungeon or temple or etc." bosses) one faces in the game, most of those bosses can be ""earned/obtained as "summons"" upon their defeat". Regarding "summons", one can have only a limited number of "summons". The Summon option allows one to summon a "summon" to perform one of that "summon's" most powerful attacks, or to "control or have" that "summon" as a temporary ai party member. When a "summon" is summoned as a party member, one is able to switch between controlling that "summon-avatar" and controlling one of one's own characters-avatars. "Summons" are only summoned for 4 minutes. If one unsummons a Summon, one will have to wait 4 minutes before one can use the Summon option again. If one completes a very powerful attack summoned via the Summon option, one will have to wait 4 minutes before one can use a summon again.

 

There are mounts that one is able to get. Traveling via a mounted "beast or "summon" or etc." makes traveling much easier. One is able to "get a "mount" for travel" by taming them with items or by having defeated them in battle. While moving via a mounted "beast or "summon" or etc.", that mounted "beast or "summon" or etc." is able to take some damage until, if "taking damage" persists, one is knocked off their mount or the mount gets confused. At higher levels of speed racing, one can be attacked by racers. Also, at higher levels of speed racing, "others who are not racers" can attack one. If one tames the same species many times, that species will be available as a ""pet" or "summon"" and can be summoned at any time. Some mounts can move "on or in" any terrain, including water, walls, mountains, and even trees, so one can reach hidden areas, hidden treasures, enemies, "summons", etc. . Some species have the ability to fly. There are also cars that one can drive for an easier trip. .

 

One doesn't necessarily need a "beast or summon" to fly. There are items that one can get regarding various flying abilities. Via using any of these various items/"flying abilities", one can "fly" for 10 minutes and then that item is gone upon the tenth minute. There is a way to permanently acquire the ability to "fly". Regarding flight/flying, similar to how to fly in the game Kingdom Hearts 2, there is a "fly" ability that works via "jump and, when in mid-air from that jump, "with ""the holding of a specific button" or "keeping a specific input enter-held""", one can endlessly fly at "that height of air" but only horizontally". There is an "Ascend" ability. ""Ascend" allows one to fly freely regarding all heights and directions" via ""an input that one can hold "the being entered of"" to automatically fly towards a "locked-on to" object, ally, enemy, or etc.". Via the "fly" ability, one can reach "floating or hidden" areas such as floating dungeons, floating temples, floating castles, floating islands, hidden treasures, enemies, "summons", etc. .

 

There are competitive flight races and other races that one can "participate in" to win valuables. One can gain the ability to transform one's own character-avatar's visual form into one out of a variety of

obtained visual forms. One such visual form that one's character-avatar can get is the form of a beast. These visual forms are abilities. One can unequip such abilities and select other "equip" options such as "double summon" instead. One can customize their own character-avatar's race, color, appearance, and more/etc. at any time, except during combat.

 

There is an ability called ""Unlimited chain-jumping" whereby one's each next jump is one's jumping from mid-air" (similar to "Double Flight" in the game "Kingdom Hearts: Fragmented Passage"), but "Unlimited chain-jumping" is not limited to only double jump(s). Drawing inspiration from a concept presented in the anime "Bleach", this game has an obtainable ability called "Ground Lock" that allows one to "land on the air (as if solid ground suddenly appeared there mid-air) at the height that the "Ground Lock" ability is activated" and run around on "that height of air" as if there is an invisible perfectly horizontal ground in/on the air. One's "Ground Lock" is deactivated every time one is hit by an attack, but "Ground Lock" can always be "reactivated after deactivated". Via those two abilities, one can reach "floating and maybe hidden" areas such as floating dungeons, floating temples, floating castles, floating islands, hidden treasures, enemies, "summons", etc. . There is an ability called "dash" that enables the player to do a not-very-long-distance directional burst of speed. There is also an ability called "aerial dash" which is a not-very-long-distance directional burst of speed through the air executed during any jump height while one is in the air from one's own jump. There is another ability called "teleport". Via "Teleport", one can teleport to a random location next to a "locked-on to" object, ally, enemy, or etc. . Every time one uses the "teleport" ability four times, upon that fourth time, one has to wait four minutes before one can use "teleport" again.

 

Per player character-avatar, any player character-avatar can be leveled up to a maximum level of 370. There are several level 400 optional ultimate bosses. Per such boss, there is a chance that the such boss leaves the "player that fights that boss" as "having obtained a legendary "object or item or etc." upon that Boss's being defeated. There are a wide variety of legendary objects, including crowns. Always, one can "level lock" one's own character-avatar at any time. This will prevent one's character-avatar from gaining experience until one deactivates "level lock".

 

Tournaments vary. Players vs players, players vs computers, teams vs teams, teams vs computers. The "status of a player" such as a "boss, king, and elite" will be displayed next to their name whenever that character-avatar is locked on by another character-avatar. As long as the other player is not an enemy, one is guaranteed to be able to see the other player's health bar. There are items that can be used to warp to friends' locations, etc. . These items can be purchased or obtained. When one warps to a friend's location, one is teleported to the entrance to that friend's location or where the friend is.

 

Equipment graveyards are places where "all weapons/equipment "lost or discarded" by the game's player population" is scattered everywhere. One can approach "a weapon or equipment part" and challenge it via ""the push of a button" or "an entered input"". This allows/activates/initiates one to immediately fight the ghost copy of the player to whom the "weapon or equipment part" once belonged. Such a copy includes/entails "the player to whom the "weapon or equipment part" once belonged"'s level/stats/abilities/skills/"summons"/etc. . The ghost's "weapon(s) and equipment" are in the same state as when "the player to whom the "weapon or equipment part" once belonged" "lost or discarded" them. When one defeats the ghost, one can acquire that challenged "weapon or equipment part", and that "weapon or equipment part" will be in the same state as when the ghost used it. Only the player who challenges "the weapon or

equipment part" can get "the weapon or equipment part" after defeating the "weapon or equipment part".

 

All weapons/equipment have levels, stats, and optional qualities/effects. All weapons/equipment can be "leveled up and changed" via the "Inner World of Equipment" (inspired by the game "Disgaea: Hour of Darkness"). The color schemes of all enemies and all bosses are different there. One can reset one's own weapon to level 1 if needed. Doing this will reduce the stats, but the "appearance, qualities/attributes, and "effects"" will remain the same.

 

One can always "get things or buy things" for appearance-purposes. With the exception of "abilities, skills, "summons", crowns, and trophies", one can "hold/keep, discard, exchange, or sell" "whatever of one's own belongings" one chooses to. One can give money to anyone one chooses to. One can "get or unlock" "optional visual appearance" stuff such as pointed ears, tails, various wings, wing colors, accessories, glasses/shades, jewelry, markings, tattoos, etc. . ""All "visual appearance" combinations" except the character-avatar's visual form obtained from "abilities"" can be achieved as soon as you start this video game. Not all varieties of things are available for immediate sale, but any player can acquire, trade, or sell things. Most things are for sale from the beginning, and many things are ridiculously expensive, but any player can give one free money or get one to get many things via available alternatives. Regarding this video game, one can't buy or get anything with real money. Strictly speaking, only in-game money when it comes to this game.

 

There are different types of "items, weapons, equipment, and cards" that have the same name as each other. These types include differences in "look"/appearance, stats, abilities, effects, and attributes. If a player uses the "player skill" "steal"/"mug" against another player, only "weapons and equipment parts" can be stolen. One cannot use the "player skill" "steal"/"mug" against other players who are not enemies. "Stealing"-"attacks/techniques/skills" can only be used during "battle". When "Stealing"-"attacks/techniques/skills" is used against a player, the chances of "stealing success" vary between 5%, 10%, and 15%. If one uses "Stealing"-"attacks/techniques/skills" against non-players, one's chances are much higher.

 

One can collect cards and have the ability to turn enemies into cards (Inspired by the game "Final Fantasy VIII"). One can play card games with other players, exchange cards, get cards from "enemies, treasures, prizes, etc.". Cards can be converted into items. Strong and rare cards can be turned into the best and rarest

items. One can challenge random "players or NPCs" to "card games" except during "battle". There are card tournaments held

in various places. One can ""listen to" or mute" the microphone while playing cards. One can also skip directly to playing a card game from the title menu, which has a server that one can enter just to play cards. All cards and items are shared between "characters-avatars in the actual game" and "the title screen card game". There are different card game rules in different places. If no rules are set, players will either play with the consensus agreed upon rules or the rules will be randomly selected. The player who becomes the "boss" of a zone can choose the card rules for that zone. Players who become ""King" or "Queen"" can choose the card rules of the card game that that ""King" or "Queen"" plays.""

 

 

 

Integration framework: AI player functionality through specialized console architecture. Diagram of the physical gaming system: The game operates on consoles with custom API features specifically designed for artificial intelligence integration. When installed alongside the game, compatible AI systems can access these interfaces to generate inputs identical to those created by a physical controller. From the game's perspective, there's no fundamental difference between a command originating from a controller in human hands versus one generated through the API by an artificial intelligence. The inputs are standardized, creating true parity in capability. This extends even to console sleep states. Feature: The system architecture allows AI players to continue gameplay operations even when the physical console enters Sleep Mode.

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