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

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

Picking up the trash: the local authorities’ boards

The local authorities boards used in Playtests 1 (top) and 2 (bottom). Between playtests, the local authorities were expanded from one board to four, one of which was the Mayor’s office, handling all financial matters and receiving instructions from the Regional Council. In this post, I’ll discuss the local authorities boards, which expanded quite a …

Fortsätt läsa Picking up the trash: the local authorities’ boards

Heart of the game: the population boards

Setup for Playtests 1 (top) and 2 (bottom), comprising 12 and 19 players, respectively. Since my last post, we’ve run both the first and second playtests of the game and I didn’t hold my promise of discussing how to write a rules document was written – as there was none. Going into the game design …

Fortsätt läsa Heart of the game: the population boards

Minimising movement: using a steady-state game system

The past week I’ve done a lot of designing (and redesigning) of game pieces. In this post, I’ll discuss how the design of game pieces in a megagame may impact players’ movement in the game room (and possibly destroy the game experience). One of the major concerns of a megagame designer, Wallman argues, is keeping …

Fortsätt läsa Minimising movement: using a steady-state game system