EU ENGANEI 7 BILHÕES DE PESSOAS COM UMA FAKE NEWS! - Plague Inc. - Summary

Summary

The transcript describes a game where the player creates and spreads fake news, specifically that "the blue pen has become the president of Brazil." The objective is to deceive the world's population by using various strategies and media platforms to spread this lie. The game includes different modes, challenges, and tactics such as hiring fake experts, buying media outlets, and creating a cult-like following for the fictional president. The player's success is measured by how many people are fooled worldwide. The narrative highlights the power of misinformation and its potential to manipulate public opinion.

Facts

1. The objective of the game is to create a lie that will deceive the entire world population.
2. The player must create a plausible story behind the lie to make it believable.
3. The player can choose from different options to spread the lie, including social media, TV, print media, and radio.
4. The player can also invest in skills to make the lie more believable, such as hiring fake experts and creating false data.
5. The player can track the progress of the lie using a world map that shows the number of people who believe in it.
6. The game has a "plausibility" meter that increases as the player invests in skills to make the lie more believable.
7. The game has a "truth" meter that decreases as the player's lie becomes more believable.
8. The player can invest in skills to combat fact-checking and truth-telling.
9. The game has a "morality" system that rewards the player for successfully deceiving people.
10. The game's objective is to create a "post-fact world" where the truth means nothing.
11. The player can win the game by deceiving the entire world population.
12. The game allows the player to create a "cult" around a fictional character, Manuel Gomes.
13. The game uses a point system to track the player's progress and rewards.
14. The game has a "veracity" meter that increases as the player's lie becomes more believable.
15. The game allows the player to invest in "moral panic" to make people feel helpless and afraid of fake news.