Difference between revisions of "Game Projects"

From civicintelligence
(Design Teams)
(Design Teams)
 
(21 intermediate revisions by 9 users not shown)
Line 1: Line 1:
 
One of our class projects is to develop a game that will help educate its players about Civic Intelligence.  
 
One of our class projects is to develop a game that will help educate its players about Civic Intelligence.  
  
==Goals==
+
==Original Goals==
  
 
These are the basic requirements on the game:
 
These are the basic requirements on the game:
Line 10: Line 10:
 
#Publish rules online
 
#Publish rules online
 
#Play in class on May 28, 2011
 
#Play in class on May 28, 2011
 +
 +
==New Goals==
 +
 +
#Ideally, the game would be become part of the [[CIRAL Toolbox]] (goal added April 22, 2011)
  
 
==Ideas==
 
==Ideas==
Line 21: Line 25:
 
*Rewards for good behavior / Consequences for actions
 
*Rewards for good behavior / Consequences for actions
 
*raise awareness of civic intelligence
 
*raise awareness of civic intelligence
*Inhabiting a role
+
*Inhabiting a role (rehearsal for being an "everyday practitioner" of civic intelligence?)
 
*Civic intelligence as byproduct of game
 
*Civic intelligence as byproduct of game
  
Line 27: Line 31:
  
 
==Design Teams==
 
==Design Teams==
Our Class broke into five(?) design teams each developing a different type of game. You can see their work below.  
+
Our Class broke into four design teams each, developing a different type of game. You can see their work below.  
 
+
 
 
+
* [[C.I. Attributes]] (CIA) Civic Intelligence Attributes
[[File:Comonopoly.jpg|border|620px|]]
+
* [[Civic Intelligence RPG | Team "Sofa King Awesome"]]
 
+
* [[Running with Scissors]]
Please edit team names below and create link to separate page after. 
+
* [[C.I. Improv]] ''Civic Intelligence Improv''
* Team 1
+
* [[UrbanVision]]
* Team 2
+
* Team 3
+
* Team 4
+
* Team 5
+
 
+
===Civic Intelligence RPG===
+
"Team Sofa King Awesome" (how is this not a great name?) is interested in designing a role playing game. Some of the examples mentioned were:
+
*[http://www.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3rules.pdf Twilight Imperium]
+
*[http://www.catan.com/gamerules.html Settlers of Catan]
+
*[http://boardgamegeek.com/boardgame/83330/mansions-of-madness Mansions of Madness]
+
[[Moving Towards a Civic Community]]
+
In our first brainstorming session we envisioned some of the elements of the game we might design:
+
*Character Sheets - a number of different roles within a community. Each character could have
+
**Atributes
+
**Personal Goals
+
**Flavor Text
+
*Scenarios - these would drive the game by giving the characters something to work towards
+
**each scenario might have multiple phases
+
**each phase could impose a limited number of turns to be completed in
+
*Other game elements
+
**Resources
+
**Influence
+
 
+
We agreed to meet an hour before class next Wednesday to play Mansions of Madness
+
 
+
Here are some [[Civic Intelligence RPG|more ideas]] about the game.
+
 
+
Hey team awesome we are meeting an hour earlier to play a game right??
+
 
+
I'll Be there an hour early (or more) To set up a game and play it with whoever wants to.
+
 
+
==="Monopoly" gone good===
+
===Group Game===
+
===Culture Jamming LARP===
+
===Civic Intelligence Card Game===
+

Latest revision as of 05:21, 8 June 2011

One of our class projects is to develop a game that will help educate its players about Civic Intelligence.

Original Goals

These are the basic requirements on the game:

  1. Use patterns from the Liberating Voices book
  2. Should advance civic intelligence
  3. Connection to "real world"
  4. Publish rules online
  5. Play in class on May 28, 2011

New Goals

  1. Ideally, the game would be become part of the CIRAL Toolbox (goal added April 22, 2011)

Ideas

This list was originally generated in class on April 13. These are all shorthand for the ideas that were raised in relation to the question: How can games support or cultivate civic intelligence?

  • Challenge orthodoxy
  • Present alternatives
  • Observe utopia
  • Use teamwork/promote collaboration
  • Rewards for good behavior / Consequences for actions
  • raise awareness of civic intelligence
  • Inhabiting a role (rehearsal for being an "everyday practitioner" of civic intelligence?)
  • Civic intelligence as byproduct of game

Each of these represents at least one hypothesis — or claim — that can be explored further and, hopefully, tested in some way. These hypotheses (and more?) should (IMO) be developed on another page, say How games support civic intelligence.

Design Teams

Our Class broke into four design teams each, developing a different type of game. You can see their work below.