Week 6 Simulation – Discussion Response

Thoughts on Keep Talking and Nobody Explodes

Playing Keep Talking and Nobody Explodes in class was a really interesting example of simulation through communication and cognitive task management. Since I played as the person with the bomb manual rather than the person in VR, the experience focused heavily on interpretation, translation of instructions, and clear communication under pressure.

What stood out most is how the game simulates real-world high-stress teamwork. The person with the manual has access to the information needed to solve the problem, but cannot see the bomb itself. Meanwhile, the VR player can see the bomb but does not understand how to solve it. The challenge becomes less about technical skill and more about how effectively players can communicate complex information quickly and accurately. Based on the complexity alone, I knew Mason was not winning.

This is similar to real-world professions where people must coordinate under pressure, such as emergency response, aviation, or medical teams. The game forces players to develop shared language and strategies quickly. Miscommunication becomes the biggest threat, which highlights how important clear instructions and teamwork are in high-stakes environments.

The game also reflects ideas discussed in Cognitive Task Analysis because players must break down complicated tasks into smaller steps and communicate those steps clearly. Even though it feels like a party game, it actually models real cognitive processes involved in teamwork, problem-solving, and stress management.

Five Simulation Game Ideas

1. Astrology Systems Simulation ; Cosmic Blueprint

Players generate a birth chart (roll dice to generate) that determines personality traits, emotional tendencies, and life timing cycles.

Planetary alignments influence how characters react to events like career opportunities, relationships, or stress. For example:

  • Strong Mars placements make bold decisions easier but increase conflict.
  • Heavy Saturn placements create early obstacles but stronger long-term rewards.

Players navigate life events while learning how their astrological placements shape different outcomes.

Simulation focus: identity systems and symbolic frameworks.

2. Cozy Living Simulation ; Slow Days

Inspired by IdleLife and Paralives, this simulation focuses on slow living and cozy daily routines rather than productivity or wealth.

Players manage a small life centered around comfort, creativity, and balance. Instead of chasing success metrics, the goal is maintaining a peaceful lifestyle.

Players spend time doing activities like:

  • Gardening
  • Cooking simple meals
  • Decorating their home
  • Reading, journaling, or crafting
  • Spending time with friends or neighbors

Time moves slowly and seasons change. Overworking, social burnout, or ignoring rest will disrupt the cozy balance.

Simulation focus: emotional wellbeing, rest culture, and slow living.

3. Off-Grid Living Simulation ; Cabin in the Woods

Players move to a remote cabin and attempt to live sustainably without modern infrastructure.

Players must learn to manage:

  • Water collection and purification
  • Growing food and preserving harvests
  • Wood chopping and fire maintenance
  • Solar energy management
  • Weather and seasonal survival

Unexpected events like storms, wildlife encounters, or crop failures require adaptation.

The game emphasizes patience, resilience, and learning practical skills rather than constant progression.

Simulation focus: self-sufficiency and sustainable living.

4. Memory Preservation Simulation ; Archive of the Ordinary

Players act as archivists trying to preserve everyday human memories before they disappear.

Instead of famous events, the memories are small personal moments:

  • A voicemail from a loved one
  • A handwritten recipe
  • A childhood playground
  • A favorite diner booth

Players choose which memories to record and preserve before they fade away.

If too many memories disappear, entire parts of the world slowly vanish.

Simulation focus: cultural memory and the importance of ordinary moments.

5. Algorithm Life Simulation ; The Feed

Players live in a world controlled by invisible recommendation algorithms.

Every choice—videos watched, articles read, posts liked—changes what information appears next.

Over time, the algorithm begins narrowing the player’s worldview. News, friends, and opportunities become filtered through the system’s predictions.

Players must deliberately break their patterns to escape the algorithm’s control.

Simulation focus: digital culture and algorithmic influence on identity and belief.

Game Design 2

(2.12) Serious Games

Discussion: Train, Crosser & La Migra, Ludoztil, Oregon Trail, Last Resort

Train (Brenda Romero)

Train is impactful because it keeps its context hidden until the end. The mechanics are straightforward and focus on moving pieces efficiently, but the reveal reframes the entire experience. It demonstrates how games can involve players directly in systems rather than simply explaining them. The lesson is conveyed through participation instead of dialogue, and that discomfort becomes the central learning experience.

Crosser & La Migra

Both games simulate border crossing and the pressures of immigration. What stands out is how procedural rules express vulnerability. Randomness, restricted movement, and pursuit mechanics create tension and stress. Rather than explaining immigration systems abstractly, these games simulate constraint and risk, allowing players to feel instability and fear firsthand.

Ludoztil

Ludoztil critiques the manipulation embedded in gamification systems. By satirizing reward structures, it reveals how points and incentives shape behavior even when players are aware they are being influenced. This connects directly to Bogost’s argument that gamification often prioritizes shallow motivation over meaningful engagement.

Oregon Trail

Oregon Trail remains one of the earliest examples of serious gaming. It teaches through consequence, using disease, weather, and scarcity to illustrate the realities of westward expansion. The learning model relies heavily on repetition and feedback, reinforcing behaviorist learning principles through trial and error.

Last Resort

Last Resort addresses homelessness and economic instability. What makes it effective is the absence of easy solutions. It highlights systemic barriers rather than individual failure, showing how serious games can expose structural issues instead of reinforcing personal blame.

Overall Reflection

Across all of these examples, systems communicate meaning more effectively than lectures. Players learn by experiencing constraint, uncertainty, and moral tension.

Play Reflection: Crossing the Bridge and Observance

Crossing the Bridge

This game centers on ethical decision making. It does not reward efficiency or optimization. Instead, it forces players to confront the consequences of their choices. The discomfort created by those decisions becomes the learning moment. Reflection occurs after action rather than during gameplay optimization.

Observance

Observance relies on ambiguity and environmental interpretation. It encourages attentiveness and emotional awareness rather than traditional goal completion. Without clear objectives, the experience feels less like a challenge and more like an immersive reflection.

Combined Takeaway

Both games demonstrate that serious games prioritize reflection over reward systems. The emotional or intellectual impact often happens after the play session ends.

Prototype Concept: The Last Hunt

Core Concept

The Last Hunt is a survival-focused serious game inspired by Appalachian folklore. A small hunting party becomes stranded after signs of a Wendigo attack during winter. As resources diminish, the main threat becomes fear, mistrust, and the decisions players make to keep the group alive.

Player Role

The player acts as the group’s decision-maker, balancing survival needs with social stability.

Prototype Mechanics (Paper Version)

Players track four core resources:

  • Food
  • Warmth
  • Trust
  • Fear

Each round includes:

  1. Resource Phase — supplies decrease and environmental conditions worsen.
  2. Event Phase — cards introduce challenges such as storms, disappearances, or strange tracks.
  3. Decision Phase — players choose responses like rationing food, holding a campfire talk, hiding bad news, or honoring the dead.
  4. Consequence Phase — decisions create long-term effects on group trust and fear.

Deaths are significant and introduce ethical choices around corpse management, such as burial, abandonment, or using resources for survival. These choices affect morale and trust.

Learning Objectives

The game explores:

  • Group decision making under stress
  • Survival ethics and scarcity
  • Fear and social cohesion
  • How leadership choices shape group dynamics

The Wendigo serves as both a folkloric threat and a symbolic pressure that reflects the group’s psychological state.

The Last Shift
A simulation of emergency room triage focused on ethical resource allocation and time pressure.

Witness Reports
Players analyze conflicting cryptid sightings to explore misinformation, bias, and evidence evaluation.

Signal in the Pines
A narrative game in which players respond to rural distress signals and must decide how to act under uncertainty.

Cryptid Conservation Agency
Players manage environmental preservation efforts for endangered mythical creatures, balancing public perception and ecological sustainability.

Archive of the Unseen
Players curate fading folklore and decide which cultural stories are preserved or forgotten, exploring how history is shaped.

Each concept uses systems to examine themes such as ethics, media literacy, environmental stewardship, and cultural memory.

Reading Responses

Learning Games and Learning Theory

Oregon Trail aligns with behaviorism because players learn through reinforcement and repeated feedback loops of success and failure.

Minecraft Education Edition reflects constructivism since players build, experiment, and discover solutions through exploration.

Collaborative simulation games align with social constructivism because knowledge develops through communication and shared problem solving.

Among these, constructivist approaches feel the most effective because players actively construct understanding instead of responding to rewards.

Is Gamification Bullshit

Bogost argues that gamification reduces games to points, badges, and superficial incentives, stripping away depth and transforming engagement into manipulation.

I partially agree. Gamification can encourage short term behavior, but without meaningful systems it becomes shallow.

Examples outside class include fitness apps that track streaks, corporate training platforms that award badges, and productivity tools that gamify tasks. These systems often lose effectiveness once novelty fades because they lack intrinsic motivation.

What Is a Serious Game and Why It Is Not Chocolate Covered Broccoli

A serious game is designed primarily for learning, awareness, or reflection, using gameplay mechanics to communicate meaning.

Farber argues that serious games are not chocolate covered broccoli because the learning is embedded within the mechanics. Players do not pause the game for instruction. Instead, the interaction itself creates understanding. When designed well, the system becomes the lesson.

Final Reflection

This week reinforced that serious games rely on systems, constraints, and player agency to generate meaningful learning. The strongest examples do not preach. They simulate. My revised prototype, Cryptid Commune, applies this approach by using folklore aesthetics to explore leadership, belief, and social influence through interactive systems.

Week 3 — Games for Change: Sarah Juristy

Thoughts on What We Played in Class

Dumb Ways to Die
This game uses repetition, humor, and fast failure to build awareness through habit formation. Instead of lecturing players about safety, it creates quick cause-and-effect loops that reinforce attention and caution. Its strength is that the message is embedded in player action rather than text or narrative explanation.

Fake It to Make It
This game is effective because it makes the player directly responsible for spreading misinformation. The mechanics demonstrate that harmful systems can grow because they are efficient and rewarding, not necessarily because participants are malicious. The uncomfortable feeling of succeeding through unethical strategies is part of the persuasive design.

Cards Against Calamity
This game works as a social reflection tool. It uses humor to reduce player defensiveness while encouraging discussion about serious topics. Its effectiveness depends on the group dynamic, but it can create opportunities for players to confront difficult realities through conversation and shared reaction.

Cast Your Vote
This game helps players understand civic participation by breaking complex systems into understandable steps. It reduces intimidation around voting by making the process feel manageable and procedural rather than abstract or overwhelming.

Detroit: Become Human
This game builds empathy through branching narrative and consequence visibility. Players see how social systems, prejudice, and power structures influence available choices. The game is most effective when it forces players to live with the results of their decisions rather than offering easy moral victories.

Gris
Gris communicates emotional experiences through visual and mechanical design rather than direct storytelling. It encourages emotional reflection and demonstrates how games can create empathy through mood, pacing, and environmental interaction.

Outer Wilds
Outer Wilds builds empathy through discovery and perspective. Players gradually understand the lives and histories of others through exploration. The game emphasizes curiosity, humility, and acceptance rather than competition or dominance.

Five Game Ideas Around Empathy

Borrowed Minutes
Players have a limited number of daily actions that must be divided between work, health, relationships, and survival tasks. The game builds empathy by showing how limited time resources force difficult life tradeoffs.

Signal Lost
Players cooperate while dealing with incomplete communication. One player has information but limited ways to share it. The game builds empathy for communication barriers and information overload.

The Room Next Door
Players live in a shared building and learn about neighbors through small interactions and environmental storytelling. The game teaches empathy by showing how behavior often has hidden context.

Care Cycle
Players manage community wellbeing using limited support resources. The game demonstrates how systems, not individual choices alone, shape outcomes.

Alternate Reality Game — Kindness Protocol
Players complete real-world empathy challenges delivered through text, QR codes, or hidden messages. The game tracks participation through real-world interactions, encouraging empathy through behavior practice rather than simulation alone.

Rule Set + Prototype Plan (Closed Loop)

Game Concept — Closed Loop

Closed Loop is a systems management game where players run a fully closed city ecosystem. Nothing can leave the system, meaning every product eventually becomes waste that must be processed, stored, or converted into new resources. The goal is to maintain population wellbeing while preventing environmental system collapse.

Objective

Players attempt to maintain population stability and environmental balance over a fixed number of rounds. Winning is based on long-term sustainability rather than short-term growth.

Players / Time

2–4 players
30–45 minutes

Core Resources

Population
Energy
Materials
Waste
Stability (tracks system health)

Turn Structure

Each round represents one operational cycle. Players produce goods, support population needs, and manage waste processing. At the end of each round, waste converts into environmental pressure if not processed.

Core Rules

Every production action generates waste tokens that enter the system on the next round. Waste can be converted into energy or materials, but conversion is inefficient. If waste storage exceeds capacity, system stability decreases. If stability reaches zero, the city collapses.

Players can invest in infrastructure upgrades that increase efficiency, but upgrades require multiple rounds to complete and temporarily reduce available resources.

Prototype Version 1 (Paper Test)

The first prototype will use index cards for buildings and systems, tokens for resources, and a simple stability tracker. The focus of testing will be whether players clearly feel tension between short-term production and long-term sustainability.

Iteration Plan

After the first playtest, adjustments will focus on making long-term consequences more visible. If players ignore sustainability without immediate penalty, delayed consequences will be made stronger or more predictable. If players feel overwhelmed, resource categories will be simplified to maintain decision clarity.

Playtest Goal for 2.19

The goal is to confirm that players experience meaningful tradeoffs between growth and sustainability and understand the closed system concept without needing long rule explanations.

Reading Questions (Flanagan Chapters 1 and 3)

How does Flanagan’s definition of games differ from Crawford and Salen/Zimmerman?
Flanagan frames games as cultural tools that can challenge norms and create reflection. Crawford focuses on structural properties like interaction and conflict, while Salen and Zimmerman define games as rule-based systems with measurable outcomes. Flanagan expands the purpose of games beyond structure into social and cultural impact.

What is an activist game?
An activist game is designed to influence awareness or behavior around real-world issues. It persuades through systems and player participation rather than direct messaging.

What other games share perfect information?
Tic-Tac-Toe, Checkers, Othello, Connect Four, and Nine Men’s Morris are all perfect information games because all players can see the full game state at all times.

Why did chance games hold spiritual importance?
Chance outcomes were often interpreted as fate or divine will, making gambling or randomization tools part of spiritual or ritual decision-making.

Earliest conflict between religion/government and games + modern examples?
Early conflicts centered on gambling and dice. Later examples include pinball bans and cultural panic around role-playing games like Dungeons & Dragons.

What is a fox game? Modern example?
Fox games are asymmetric chase games with one powerful player versus many weaker players. Modern asymmetric multiplayer games follow similar design patterns.

Purpose of Mansion of Happiness?
It was designed to teach moral behavior through gameplay, rewarding virtue and punishing vice.

Why did Surrealists and Fluxus artists play games?
They used games to challenge logic, social norms, and traditional art boundaries while encouraging creative participation.

What signals profound changes in games? WWII pinball reskins?
Changes in rules, goals, and rewards signal deeper meaning changes. WWII pinball machines were reskinned with wartime imagery and messaging.

What statements did Fluxus artists make by reskinning games?
They showed that social and economic systems are built from changeable rules, not fixed realities.

How are artists using war games?
They repurpose conflict systems to critique power, violence, and social structure.

Why is player agency important?
Agency allows players to experience consequences of decisions directly, making critical messages more impactful.

WEEK 2 — Persuasive Games: Sarah Juristy

Five New Persuasive Game Ideas

1. Climate Change — Closed Loop

Core Mechanic Inspiration: Lifecycle conversion systems (waste → resource → population support → waste again)

Game Idea:
Players manage a self-contained city where nothing can leave the system. Every product eventually becomes waste that must be processed back into usable material or energy.

Persuasive Goal:
Show that waste doesn’t disappear; it only changes form and must be accounted for somewhere in a system.

Key Mechanics:

  • All items generate delayed waste tokens
  • Waste can be processed into low-quality materials or energy
  • Overproduction causes long-term system slowdown
  • Players must design sustainable production chains

Why It Persuades:
Players experience environmental cost as a system pressure rather than a moral message.

2. Energy Use — Peak Demand

Core Mechanic Inspiration: Resource spike / stress testing systems

Game Idea:
Players run a regional energy grid trying to survive unpredictable demand spikes caused by weather, population growth, and emergencies.

Persuasive Goal:
Demonstrate that energy infrastructure must balance reliability, cost, and sustainability.

Key Mechanics:

  • Power sources have ramp-up times
  • Cheap energy sources cause pollution penalties later
  • Renewable sources require storage planning
  • Sudden demand events force hard tradeoffs

Why It Persuades:
Shows energy transition is a systems engineering challenge, not just a moral choice.

3. Political Influence — Information Economy

Core Mechanic Inspiration: Resource transformation (information → influence → control → instability)

Game Idea:
Players manage a media network competing for attention while trying to maintain credibility and long-term audience trust.

Persuasive Goal:
Show how misinformation spreads because it is efficient and profitable short term.

Key Mechanics:

  • Sensational content generates fast engagement
  • High engagement reduces long-term trust stability
  • Low trust creates volatile audience behavior
  • Fact-checking costs time and reach

Why It Persuades:
Players feel why low-quality information systems can dominate healthy ones.

4. Water Scarcity — Allocation Protocol

Core Mechanic Inspiration: Hard ration + multi-system dependency

Game Idea:
Players manage water distribution across farming, housing, industry, and healthcare sectors during a long-term drought.

Persuasive Goal:
Show how infrastructure decisions create cascading human consequences.

Key Mechanics:

  • Every system depends on water differently
  • Cutting water creates delayed secondary crises
  • Infrastructure upgrades take multiple turns to complete
  • Emergency reserves create future shortages

Why It Persuades:
Players experience how infrastructure fragility creates social instability.

5. Food Ethics / Population Consumption — Protein Directive

(Light Soylent-style inspiration mechanically — population feeding efficiency vs ethics vs sustainability)

Core Mechanic Inspiration: Population processing efficiency optimization

Game Idea:
Players manage food production for a massive population using increasingly efficient but morally questionable food technologies.

Persuasive Goal:
Explore how efficiency pressure can lead to ethically uncomfortable systemic decisions.

Key Mechanics:

  • Food sources vary by:
    • Yield efficiency
    • Public approval
    • Long-term health outcomes
  • Hidden system cost mechanics
  • Population satisfaction vs survival tradeoff

Why It Persuades:
Players experience how large-scale systems reward efficiency over ethics.

Rewrite Endless Game Idea as Persuasive Game

Original Endless Game Concept

Endless resource accumulation / score growth game where the player continuously expands wealth and inventory with no natural stopping point.

Persuasive Version — Antique Tycoon

Concept:
Player runs an antique acquisition and resale empire, constantly buying, restoring, and flipping historical objects to grow profit and reputation.

Persuasive Message:
Cultural preservation and historical artifacts often become commodified, where monetary value can conflict with historical, ethical, or cultural value.

New Mechanics

Artifact Source System

    • Estate sales (ethical, low rarity)
    • Private collectors (expensive, high authenticity)
    • Gray market dealers (high rarity, ethical risk flags)

Historical Integrity Meter

    • Over-restoring items increases sale price
    • But reduces historical authenticity score
    • Museums and historians may blacklist player

Market Trend Pressure

    • Players pushed to sell historically important items during hype cycles
    • Holding items preserves history but risks financial loss

Reputation Split System

    • Commercial Reputation → unlocks buyers and investors
    • Preservation Reputation → unlocks grants, museum partnerships, academic value

Endless Growth Pressure

    • Rent, staff, and storage costs scale infinitely
    • Forces constant acquisition and resale cycle

Players experience how markets can pressure owners to treat history as inventory.
The game does not tell players what is ethical or unethical; instead, it creates systems where players feel tension between preservation and profit.

The endless growth structure reinforces the idea that once a system is built around profit and expansion, it becomes difficult to slow down or prioritize non-financial values.

Reflection on Played Games

The McDonalds Game

The game is effective because it exposes hidden supply chain decisions through gameplay. Players quickly realize that maximizing profit requires making ethically questionable decisions somewhere in the system. The game persuades through player participation in the system rather than direct messaging.

Intergroup Monopoly

The game demonstrates systemic inequality by starting players with different rules and advantages. Instead of explaining inequality through text, it allows players to experience unfair systems directly, which creates a stronger emotional and cognitive understanding. Playing as a minority had me in jail most of the game, more aware of the games skew than other player may have been whilein play.

Cool Spot

This game works as an advergame because it prioritizes fun gameplay first and brand exposure second. Players build positive associations with the brand through repeated exposure during enjoyable gameplay rather than through forced advertising.

Reading Questions

From Chapter 1

How does Mary Flanagan’s definition of game differ from Chris Crawford’s and Salen & Zimmerman’s?
Mary Flanagan defines games more broadly as cultural tools that can be used to question social norms, explore values, and create critical reflection. Her focus is not just on what games are structurally, but what they can do culturally and politically. Chris Crawford focuses more on structural features like representation, interaction, conflict, and safety, treating games as designed systems with clear boundaries. Salen and Zimmerman are even more structurally focused, defining games as rule-based systems with artificial conflict and measurable outcomes. In short, Flanagan expands games into expressive and critical media, while the others focus more on formal system structure.

What is an activist game?
An activist game is designed to influence real-world thinking about social, political, or ethical issues. Instead of focusing only on entertainment, activist games attempt to raise awareness, encourage empathy, or prompt behavior change. These games often simulate systems or lived experiences so players can understand complex issues through participation rather than through passive learning.

From Chapter 3

What other games share perfect information besides Go and Chess?
Other perfect information games include Tic-Tac-Toe, Checkers, Othello, Connect Four, and Nine Men’s Morris. In these games, all players can see the full game state at all times, and there are no hidden cards, secret information, or random chance affecting the game state.

Why might chance or gambling games hold spiritual or religious importance in ancient cultures?
Chance-based games were often connected to spiritual belief because randomness was interpreted as fate, divine will, or communication from supernatural forces. Tools like dice, bones, or casting lots were sometimes used for decision-making because outcomes were believed to reflect guidance from gods or spiritual powers rather than human choice.

When was the earliest battle between government or religious groups and games, and what modern games have been banned or demonized?
One early conflict involved religious condemnation of dice and gambling, which were often associated with sin or moral corruption. In more modern history, pinball was banned in several U.S. cities in the 1940s because it was considered gambling and a corrupting influence. Later, games like Dungeons & Dragons were demonized during the Satanic Panic, and some violent video games have faced bans or restrictions in certain countries due to concerns about violence or social influence.

What is a fox game, and what is a modern example?
A fox game refers to traditional asymmetric games like Fox and Geese, where one powerful player competes against many weaker players working together. The single player usually tries to eliminate opponents, while the group tries to trap or restrict the stronger player. Modern asymmetric multiplayer games follow similar structures, such as one-versus-many survival or hunter-versus-group game formats.

What was the purpose of The Mansion of Happiness?
The Mansion of Happiness was designed as a moral teaching game for children. It used movement along a path to represent moral progress, rewarding virtuous behavior and punishing immoral behavior. The game was meant to teach religious and social values through gameplay rather than direct instruction.

Why did Fluxus and Surrealist artists play games, and why did Surrealists think games might help everyone?
Surrealists used games to disrupt logical thinking and access subconscious creativity. They believed structured play could help people break free from social conditioning and rational constraints. Fluxus artists used games to challenge the boundaries between art and everyday life, often turning ordinary actions into artistic experiences and questioning what qualifies as art or performance.

Changes in what can signal profound changes in games, and how were pinball games reskinned during WWII?
Major changes in rules, goals, player roles, or scoring systems can signal deeper changes in how a game functions and what it represents. During World War II, some pinball machines were reskinned with patriotic or military imagery by replacing artwork, renaming machines, and repainting playfields to reflect wartime themes and cultural messaging.

What statements did Fluxus artists make by reskinning games like Monopoly and ping pong?
Fluxus artists used reskinned games to show that systems like capitalism, competition, and social structures are built on arbitrary rules that can be changed. By modifying familiar games, they encouraged players to question the assumptions behind everyday systems and think critically about power and structure.

How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow using war games?
These artists often use war game structures to critique power, conflict, and social systems. Some reinterpret strategic games like chess to explore culture, perception, and politics, while others modify competitive systems to explore cooperation, peace, or alternative social structures. By changing rules or presentation, they encourage players to rethink conflict and competition.

Why is player agency important in critical or serious games?
Player agency is important because critical games rely on player choice to create meaning. When players make decisions and experience consequences directly, they are more likely to reflect on the system being simulated. Without agency, a game becomes more like a lecture, but with agency, players participate in the argument the game is making.

Week 1 Q&A’s

This week opened my eyes to how game design focuses on capturing attention rather than just providing simple fun. The games we looked at often lacked clear endings or resolutions, with no defined final state.

Take Calvinball, for example. It shows how instability can reach absurd levels. Its rules change constantly, often in response to recent events, making it impossible to master or plan long-term strategies. At first glance, this seems chaotic, but it means the game only exists in the moment. The most stable this game ever felt while in motion in class was when Grace set a definitive goal, or end state to the game, with knocking down the chain of monkeys being the aim. Once everyone stops paying attention, the game ends. There’s no lingering need to return or feel like you’re missing out. This is very different from many modern games aimed at sticking in your mind.

On the other hand, Cow Clicker caught my attention due to Bogost’s critique. It’s not just that social games are shallow; they thrive with minimal gameplay. Cow Clicker reduces interaction to a single click every six hours. While this might seem silly, it’s a surprisingly effective satirical comment. The game doesn’t require deep involvement or focus; it just wants a spot in your daily routine. You are not really “playing” the game; you’re more like checking in.

Things become more complex when social mechanics are included. Games like FarmVille treat friends as resources instead of players. A friend becomes someone who can send energy, unlock progress, or fulfill a request you feel you should return. While these interactions are technically social, they become mere exchanges. This subtly pressures players to maintain connections that benefit the game, reflecting broader trends in the attention economy where social interaction is something to optimize.

A troubling aspect of these systems is how they blur the lines between game time and real life. Social games rarely require long play sessions, but they never really let you go. Timers, cooldowns, and notifications keep the game running in the background, making it feel less like a choice and more like a constant obligation.

So, considering all of this, I don’t think the issue is whether games have endings. It’s more about how they manage the player’s attention and time. Cow Clicker shows how easily attention can be drawn with minimal interaction, while Calvinball illustrates what it’s like when play occurs only in the present. Games like Townscaper suggest that endlessness doesn’t have to be exploitative. This week made me view motivation less as engagement and more as responsibility.

Animation Finals

Poster:

file:///Users/sarahjuristy/Desktop/College%20+%20Univeristy/RMU/web-design/iceland.html

Interactive narrative:

file:///Users/sarahjuristy/Desktop/College%20+%20Univeristy/RMU/web-design/bugs-homepage.html

360:

file:///Users/sarahjuristy/Desktop/College%20+%20Univeristy/RMU/web-design/toy-box.html

Loop:

Strays: Rules, Board, and Cards Ideas

🟢 BONUS MOVES (6 cards)

1. Zoomies! — Move forward 3 extra spaces.

2. Sniff Something Familiar — Move to the nearest Red house space.

3. Fetch Champion — Roll again and take another full turn.

4. Neighborhood Shortcut — Jump across one Alley to any connected Street.

5. Lucky Bone! — Gain +2 points instantly.

6. Treat Time — Draw one extra Fetch Card this turn.

🔴 PENALTIES (6 cards)

7. Caught by the Dogcatcher! — Skip your next turn.

8. Lost Collar — Move back 3 spaces.

9. Rainstorm! — All dogs lose 1 move next round.

10. Wrong Yard! — Lose 2 points for trespassing.

11. You Chased a Cat — Move back to your previous intersection.

12. Dropped the Bone — Discard your lowest-value house token.

🟡 TRADES & SWAPS (6 cards)

13. Playdate — Swap one house token with any player.

14. Friendly Bark — Choose one player; both of you draw 1 Fetch Card.

15. Steal the Spotlight — Take one random card from another player.

16. House Swap — Exchange your highest-value house with another player’s.

17. Pack Instinct — Move to share a space with another dog; both draw 1 Fetch Card.

18. Good Neighbor — Give one Red house to another player; gain +2 points for kindness.

🟣 CHALLENGES (6 cards)

19. Dig for Treasure — Roll the die; on 5 or 6, gain +3 points. Otherwise, lose 1 point.

20. Bark-Off! — Choose another player; both roll. Higher roll gains +2 points.

21. Hide the Bone — Roll the die; on even, draw another card. On odd, skip next Fetch action.

22. Obstacle Course — Move through two hydrant spaces in one turn to earn +4 points.

23. Sniff Contest — First player to reach a blue house gains +2 bonus points.

24. Runaway Mail Truck — All players move 2 spaces backward.

🔵 EVENTS (6 cards)

25. Garbage Day! — All Red houses are worth +1 this round.

26. New Family in Town — Add a new Red house token to any empty space.

27. Full Moon Frenzy! — Every player moves again immediately.

28. Squirrel Chase! — Roll a die: 1–3 move back 2 spaces; 4–6 move ahead 2 spaces.

29. Friendly Fire Hydrant — Gain +1 point for each hydrant you’ve passed.

30. Dog Park Meetup — Every player draws a Fetch Card.