Difference between revisions of "Game Projects"
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− | 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]]. | + | 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 [[Civic Intelligence Games | How games support civic intelligence]]. |
==Design Teams== | ==Design Teams== |
Revision as of 14:54, 14 April 2011
One of our class projects is to develop a game that will help educate its players about Civic Intelligence.
Contents
Goals
These are the basic requirements on the game:
- Use patterns from the Liberating Voices book
- Should advance civic intelligence
- Connection to "real world"
- Publish rules online
- Play in class on May 28, 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
- 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 five(?) design teams each developing a different type of game. You can see their work below.
Civic Intelligence RPG
"Team Awesome" (how is this not a great name?) is interested in designing a role playing game. Some of the examples mentioned were:
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