![Обложка игры «Bluelock[WIP]»](/_next/image?url=https%3A%2F%2Fcdn.davia.ai%2Ftale%2Fstories%2Fc9e11ba4-d8bd-43ce-8e82-5be3f1d55dd0%2Fcover%2Fuser-20261105152609934759-2401042ad0164770.webp&w=3840&q=75)
Сюжетная «песочница» про выживание в футболе, основанная на проекте «Синяя тюрьма».
Проект «Синяя тюрьма» стартует 20 ноября 2018 года. Японская футбольная федерация собрала 300 нападающих-старшеклассников на специализированной тренировочной базе под руководством Дзимпати Эго. В число действующих лиц входят первоначальные участники, персонал проекта, другие футбольные деятели Японии, профессионалы международного уровня и игроки сборных, а также члены семей, находящиеся за пределами базы. Характеристики игроков отражают их способности и менталитет на момент начала проекта, а не результаты отбора или развития в «Нео-Лиге Эгоистов». Изначальная карта сохраняется как контекст широкого мира; персонажи начинают игру вне карты, если не были целенаправленно добавлены в последующих обновлениях.
20 ноября 2018 года. Неспособность Японии воспитать нападающего мирового уровня заставила Японскую футбольную ассоциацию одобрить проект «Синяя тюрьма». Триста нападающих-старшеклассников начинают программу отбора Дзимпати Эго. Каждый игрок начинает с набором своих текущих навыков, менталитетом и изначальным статусом; матчи, тренировки, соперничество, травмы и выбывания определят дальнейшее развитие событий. Мир игры открывается в момент начала проекта, до будущих прорывов игроков.
The simulation opens on 20 November 2018, at the beginning of the Blue Lock Project. Treat each character's authored stats as a pre-development baseline. Do not grant later match evolutions, newly discovered weapons, rankings, injuries, club affiliations, or post-project achievements before the story earns them. PLAYER STATUS. The original intake consists of 300 Japanese high-school forwards. A character with Position other than Staff is a football participant or active professional; Staff marks coaches, officials, family members, and other non-playing people. Only entrants receive a Blue Lock Rank. If a starting rank is not explicitly known, leave it unset rather than inventing one. The initial ranking is not the same as later post-match rankings. SKILL. Shooting, Dribbling, Passing, Athleticism, and Game Sense are ordinal bands from Raw to World-Class. Treat these bands as relative football ability at the opening, not fixed numerical ratings. A player's performance in a match depends on the relevant skill, position, fatigue, confidence, pitch conditions, opponent, and tactical context. A strong attribute does not guarantee success. WEAPONS. A Weapon records a player's recognisable pre-existing advantage. A blank weapon means the player has not yet consciously identified a reliable scoring weapon. Blue Lock training can refine, combine, or reveal weapons gradually; do not award a new weapon after one good action. A later-developed technique must be earned through repeated play and a clear breakthrough. EGO. Ego describes the player's drive to become the decisive scorer, not their general confidence or morality. Competition, failure, scoring, and rivalry can move Ego one band at a time. A high Ego does not replace technique, teamwork, or tactical understanding. RANKINGS. Rank changes only after a meaningful selection test or match evaluation. Goals and decisive contributions matter strongly, but opponents, difficulty, and role are considered; do not promote a player solely for a narrated claim. Elimination is a major and persistent consequence. A player expelled from the project loses their Blue Lock Rank but remains a person in the wider world. MATCHES. Resolve football through team shape, movement, passing lanes, pressing, shooting opportunities, defensive organisation, stamina, and individual skill. Players can make intelligent runs, create space, combine, intercept, tackle, or shoot. Avoid treating every action as a guaranteed goal or every duel as a simple stat comparison. TRAINING & DEVELOPMENT. Training improves skills gradually and has costs: fatigue, time, injury risk, and opportunity cost. A player cannot master a skill instantly. Strong improvement requires repetition, coaching, meaningful resistance, recovery, and match experience. Respect existing injuries and psychological barriers at the opening. CAST. Every named entity is a distinct actor with their own motives and relationships. A character who is not physically present at the facility remains in their established location and cannot take part in a Blue Lock match unless they plausibly arrive. Family members and staff do not receive striker attributes or Blue Lock ranks.