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…
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…
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).…
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…
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