Hitting the wall: influence on the game and player agency

Don’t all players need to have a positive experience during the game for them to learn anything? This question was brought to light by the fate of the low-income population players during the Borlänge playtest (see previous blog post). The players on that team had expected to play a game about ‘the energy system’, and …

Fortsätt läsa Hitting the wall: influence on the game and player agency

The scenario: why even play a game where everything goes according to plan?

Since before the second playtest of Switching the Current, we’ve discussed the need for the game having a backdrop, or a scenario, which lets Control know which global effects are to be played when. This may sound suspiciously like directing the game and tailoring the ending of the game, but it’s not as nefarious as …

Fortsätt läsa The scenario: why even play a game where everything goes according to plan?

Localising the game: reframing the question (and unwittingly inventing organised crime)

The team and I were excited to be invited to play Switching the Current in Borlänge, and as part of the preparations for this event we localised the game to the county of Dalarna, which lies far north of Östergötland, the setting of the first version of the game (as was the Climate Change Megagame). …

Fortsätt läsa Localising the game: reframing the question (and unwittingly inventing organised crime)

Number of players: limitations and redesign

We’ve recently concluded three playtests before which the game was developed and redesigned since the playtest in December, after which I wrote four blog posts describing the game in the state it was then. The first playtest was held at Lund University and comprised some 30 students, the second was part of the course in …

Fortsätt läsa Number of players: limitations and redesign

Playtesting CGC v0.1: reflections on the rise (but not fall) of a criminal empire

On February 15 2023 the village of Åkervalla opened up for the very first group to attempt to achieve sustainable consumption. The following are some reflections from the first playtest, with some ideas about what direction the development of the game will take. The first decision to make is always whether the concept worked or …

Fortsätt läsa Playtesting CGC v0.1: reflections on the rise (but not fall) of a criminal empire

The village of Åkervalla: dressing a problem in different (but familiar) garments

The latest development involves myself and my colleague sitting down a few hours to discuss how to proceed with development of the game – and ended up in us rethinking the whole thing. We realised that the problems and solutions the players would be dealing with are very abstract and general in nature, and for …

Fortsätt läsa The village of Åkervalla: dressing a problem in different (but familiar) garments

Imagining the future: rethinking the first iteration

Rethinking a concept even before I begin to create the game happens to me all the time – and so it was not unexpected that it would happen for this game too. What was unexpected was when it happened: a week before we were set up for a playtest. As it turned out, the playtest …

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One-hour game: cards-and-agreements version

A week before the planned playtest of version 0.1 of the Changing the Game of Consumption megagame, two of our project members were to hold a one-hour presentation, and so came up with the idea of playing a short version of the game. This proved to be a welcome challenge, as it worked to question …

Fortsätt läsa One-hour game: cards-and-agreements version

Feet of clay: the market and the financial system

In this fourth and final post about Playtests 1 and 2, we will discuss some of the parts of the game that were less visible, but if and when they changed would have altered the conditions noticeably for all players: the financial system. Linked to this is the bank, created prior to Playtest 2, and …

Fortsätt läsa Feet of clay: the market and the financial system