Realising ideas: creating game pieces

After a few weeks discussing what this game is really about, it’s time to realise what’s in my head and playtest it on October 20 at Linköping University (sign up here to join us – it’s played the old-fashioned way, i.e. on-site and face-to-face). In this post, I’ll tell you a little bit more about …

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Defining the real-world issue: what is it all about?

In this post I’ll first deal with the three design directions that I outlined in an earlier post and then go on to an attempt at formulating the main real-world issue that I believe we’re trying to get at with the game. This is surely not the final wording, but it may be enough to …

Fortsätt läsa Defining the real-world issue: what is it all about?

Basic tenets: what will the game be about?

With all the games I’ve designed so far, there has come a moment when all (or at least some) of the basic tenets of the game suddenly become utterly clear. This may sound suspiciously like an epiphany, but I would say that it is more of a decision, reached through hours and days of sifting …

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AVS/CCM på Knutpunkt 2022

9-12 september gick årets internationella konferens för LARP (Live Action Role-Play) i Linköping. Det var mycket givande att bolla våra idéer av storskaliga rollspel kombinerat med brädspelskomponenter, med den stora erfarenhet av att skapa upplevelser som finns LARP-världen. Många lärdomar och några nya samarbeten följde med hem. Återigen blir det tydligt hur viktigt det är …

Fortsätt läsa AVS/CCM på Knutpunkt 2022

The necessity of input: constructing a design brief

Next week, I will begin design of the game along the three approaches I mentioned in my last post, and before then I need to develop my understanding of what kind of game I’m supposed to design. Not only in the sense of what kind of game it’s supposed to be – it’s already been …

Fortsätt läsa The necessity of input: constructing a design brief

Choosing paths: where to start the design of a megagame

In my very first post, I briefly presented myself and the Switching the Current project and stated the aim of this blog on megagame design: it’s part open research journal, part invitation to contribute with thoughts and ideas to the game design process. In this post, I’ll go into the choices made and dilemmas faced …

Fortsätt läsa Choosing paths: where to start the design of a megagame

Designing the Switching the Current megagame: why blog about game design?

First of all let me introduce myself: I’m Magnus Persson, lead game designer of the Switching the Current megagame. Together with a team of eight researchers, I’m in charge of designing a megagame that allows players to gain insight into how the transition of the energy system into a sustainable one may play out over …

Fortsätt läsa Designing the Switching the Current megagame: why blog about game design?

Spelet om konsumtionen

Från hösten 2022 och två år framåt kommer vi att försöka kommunicera forskningen i projektet MISTRA Sustainable Consumption genom användningen av Megagames. Detta finansieras av Formas som ett forskningskommunikationsprojekt vi kallar "Spelet om konsumtionen", eller "Changing the game of consumption". Syftet är att mån nya grupper och kommunicera på ett engagerande sätt kring avgörande val …

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