Reflection: Outer Wilds

  1. What made the experience fun or not? Honestly I did not really get the premise of the game. I am a little biased becasue its not my kind of game but I feel like there was a lack of instructions. Granted I could have missed it but still, not my favorite game.
  2. What is the motivating factor to get or keep players playing? Discovering new people and planets
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? I guess it persuades you to explore more planets.
  4. What is the game’s metaphor and which of the game’s mechanics standout? Explore planets and meet friends.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? Bored and I dont feel empathy for anyone.
  6. Is the game an activist game? If so what does the game play advocate for? No
  7. Describe the game in 3 sentences or in the form of a haiku. Space, Fly, Explore

Reflection: Detroit Become Human

  1. What made the experience fun or not? I would say so, I wanted to go back and play more after I left.
  2. What is the motivating factor to get or keep players playing? The continuing story of the characters in the game.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? I think so, I think it makes the player feel guilt for the androids.
  4. What is the game’s metaphor and which of the game’s mechanics standout? For me it was the camera because of ho bad it was.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? For at least when my group played it was Todds family I believe. The dad is a tool and it makes you feel bad for his child.
  6. Is the game an activist game? If so what does the game play advocate for? I dont belive so.
  7. Describe the game in 3 sentences or in the form of a haiku. Android, Equal, Rights

Reflection: Dumb Ways To Die

  1. What made the experience fun or not? For me it was fun because I played this whenever I was a child so it beings back old memories of me and my friends playing it.
  2. What is the motivating factor to get or keep players playing? For me its a competition of who can get the best score out of your group.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? For me at least its not persuasive, it doesn’t want me to do much. I only would want to get a better score than others.
  4. What is the game’s metaphor and which of the game’s mechanics standout? I guess its dumb ways to die, and none of the mechanics really.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It gives you a little jolt, the further you get the faster and harder it gets.
  6. Is the game an activist game? If so what does the game play advocate for? I believe it is, I think its about safety around trains.
  7. Describe the game in 3 sentences or in the form of a haiku. Dumb stupid deaths

Thoughts on games in class

Out of the three my favorite would have to be Monopoly. Normal monopoly but you are split up into different groups. Each class has advantages or disadvantages. That makes the game either easier or harder passed off the class you fall in. For example if you get the lower class, there is a good chance you will not win. Some cases however you may be able to pull off a miracle.

The McDonalds game is simple and it shows the process of how they get everything to the restaurant then to the customer. I think its a cool way to show the process of what they did instead of playing a video or something like that.

Game Design 2 Week 3

Aleah Dudek

Gris

  1. What made the experience fun or not?

I think it was definitely interesting. I wouldn’t say it was addicting, but I could see myself doing a whole play through over time. I like that there was puzzles within the play through, also parkour, and a storytelling aspect to it.

  1. What is the motivating factor to get or keep players playing?

I think putting the pieces together within the game helps me keep going, not finishing what I started in a sense. Also learning more about the story and discovering the different realms.

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I am not sure how if I would call it persuasive because I am not sure what it is trying to persuade. I really enjoyed the different aspects of the story contributing to another though.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

I think the game describes a sense of emotional healing, and coming out of a depressing state. Gris herself represents the player’s inner emotional state. As she regains color, abilities, and voice, it symbolizes learning to live with loss instead of being consumed by it. The mechanics varied as you kept moving if you were able to walk, climb, run , or any other supernatural powers, running and jumping were the main ones though.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

The gameplay makes me feel curious to what is going to happen next. I also feel like it makes me feel empathy for Gris as she goes with her journey to find herself again.

  1. Is the game an activist game? If so what does the game play advocate for?

I think it is. I think it advocates for mental health and that you can make it out. I think it advocates for finding yourself again.

  1. Describe the game in 3 sentences or in the form of a haiku.

I lose my own voice,
The sky learns how to breathe again,
So do I, slowly.

Detroit Become Human

  1. What made the experience fun or not?

I think it is fun. I like the storytelling of it and the message behind it. I like that you can kind of navigate the story at your own pace.

  1. What is the motivating factor to get or keep players playing?

The different choices you could make I think make

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I think it is persuasive because it’s persuading one to think about “differences” and make the overall message of the game stand out.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

It’s about systems of power, social rebellion, and the fight to be seen as human. It almost acts like the the sense of racism. These robots want to be treated as a human. The mechanics are being able to pivot my way through the story making my one choices when given.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

I think the gameplay makes me feel immersed and as if I am part of the story myself. Being able make my own choices based off the emotion felt or created. I feel empathy for the robots as I see they are treated indifferently I feel sad for them as I want them to be treated equally.

  1. Is the game an activist game? If so what does the game play advocate for?

Yes it is an activist game. it advocates for racism, inequality, and to be treated the same no matter what. That can run for several campaigns, but I think it could also advocate for the potential of our future and what future technology can look like. Depending on the person that could either scare them or excite them.

  1. Describe the game in 3 sentences or in the form of a haiku.

Circuits feel the storm,
Justice sparks in metal bones,
We become alive.

Outer Wilds

  1. What made the experience fun or not?

I think it is fun. I like the free roaming aspect of it;. Being able to walk and fly the spaceship.

  1. What is the motivating factor to get or keep players playing?

Discovering different planets and unlocking new missions within the game. I think the players want to keep going to unlock different abilities and different missions.

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I think it is persuasive because it persuades the player to keep going almost in an endless loop it seems. I don’t really see the storyline though that goes a long with it.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

is a metaphor for curiosity, impermanence, and learning to let go. Following missions and achieving things you can’t do in real life. The mechanics are O2, Fuel, Gravity, the plants, your ship and resources.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

It makes me feel curious about what all I can explore and do around the realm. I don’t think I feel empathy because you respawn every time you die.

  1. Is the game an activist game? If so what does the game play advocate for?

I don’t think it is because laws aren’t being changed or revised. You aren’t doing much different except free roaming and dong what you want around the world you have created and evolved in.

  1. Describe the game in 3 sentences or in the form of a haiku.

Time breaks like starlight,
I gather worlds in my hands,
Then let them all go.

Rewrite one of your endless game ideas (from week 1) but now make it a persuasive game

The Water Bucket Filling Game:

The aim of the game is speed not efficiency.

Empty bucket continuously slide by (on a conveyor belt or something) and you have to fill them by holding down a spicket of water that fills the buckets. You could hold it down even in between buckets but speed increases filling them most full – but speed and numbers increases “profitability”.

However, the game still tracks how much water that you waste in the process of fulfilling your tasks. As you keep playing it, the player starts to try to conserve the water and not waste it (or purposefully waste it depending on the player mindset)

The point is to raise awareness subtly through the gameplay about water supply and doing a task with speed and not worrying about the consequence essentially.

Game Reviews: Monopoly, McDonald’s, and Cool Spot

Monopoly: For this version, we were separated into different social classes to change up the game. Was it fun? I mean I wasd the top 1%, so I was able to get all of the property, but I could tell that the other players were not. It was an interesting take to make the game more realaistic tyo how the modern world it, and to feel like what those billionaires feel like when spending, unaffected by those in lower incomes. I would still play Monopoly after this.

McDonald’s: Very sad when I had to kill the cows, but it’s overall pretty accurate in representing what corporations can go through to succeed. I kinda had fun? But I didn’t read the instructions at 1st, so it was harder, but after I read asbputy it,it was much easier.

Coolspot: Honeslty I wouldn’t have known this was a branded game unless I was told. It was genuinely fun to watch, I couldn’t play it as its discounited, but it looked like an enjoyable game, similar to the old Sonic games. However, it won’t convince me to drink 7-UP.

Game Responses Week 2

Intergroup Monopoly
Was it fun? Sort of, it was entertaining to a point to be so unequal but then just dragged on when the gap continued to expand

What were the player interactions? Pretty frequent, you pay each other things and buy stuff and talk about the rules

How long did it take to learn? Not long, we also referred to the new rules during gameplay

What was the most frustrating moment or aspect of what you just played? The inability for me to do pretty much anything as the minority player – i only ever made it around the board once and had to pay a whole lot of money most times

What was your favorite moment or aspect of what you just played? It was still monopoly so it was moderately fun cuz I just got to chill in jail

Was there anything you wanted to do that you couldn’t? Gain money, I couldn’t really do that – i just paid money

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Be 1% player, that would be fun – a different mechanic could be interesting to break through some of the set limits and level up per say

Is this a game you would play again? Probably not, it’s just not as fun

Analyze the game using the 3 act structure. The set up of money and property, then taking turns rolling dice and taking actions, then counting money when we were all done

What are the collaborative and or competitive aspects of the game? It’s pretty much solely competitive, Christine felt bad and wanted to help but no we did not let her

What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is standard Monopoly but with the social commentary of inequalities, the mechanics are rolling dice, collecting money, buying etc.

Describe the game in 3 sentences or in the form of a haiku.
Just like the OG
Different social status
Money gap is clear

McDonalds Game

Was it fun? No

What were the player interactions? It’s single player but the mechanics didn’t work

How long did it take to learn? I never figured it out. I played it for like 15 minutes and could never figure out how to save my cows or make the workers work correctly

What was the most frustrating moment or aspect of what you just played? THE COWS KEPT DYING there was no button to save them and I kept losing money

What was your favorite moment or aspect of what you just played? It’s a neat idea but the rules and what you are actually supposed to do never made sense, i wanted to see my McDonalds chain succeed but couldnt figure it out

Was there anything you wanted to do that you couldn’t? keep the cows alive

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? have a little bit more explanation of how to save the cows and maybe be able to transfer them over to the stalls/barn myself

Is this a game you would play again? Maybe just to see if I could figure it out

Analyze the game using the 3 act structure. Plant more grass, drop cows, see what happens, hire workers, see money either drop or increase and make more burger patties

What are the collaborative and or competitive aspects of the game? Your basically just playing against yourself so not much of each

What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is managing your own mcdonalds chain – the mechanic of switching between different like “mini games” almost, with the different parts of the business.

Describe the game in 3 sentences or in the form of a haiku.
nothing is working
cows feed, workers working not
burgers make no money

Advergames from Bogost, Ian. Persuasive Games: 

The expressive power of video games

Reading Responses

  1. What advergames have you played? Did they influence a purchase outside of the game?
    • I have played Chex Quest, Chipotle’s The Scarecrow, and Chick-fil-A and their app game. The Chick-fil-A game definitely influenced my purchases outside of the game because I was using the game to earn points, and I would even say the Starbucks holiday Scavenger Hunt game, which I would use to collect more points towards my purchases, so it felt like free money. 
  2. Why do the advergames ”tooth protector” and “escape” work? What makes ” Chase the Chuckwagon” and “Shark Bait” fail?
    • These advergames work because they prioritize procedural rhetoric where the Brand’s message is conveyed and seen throughout the rules and mechanics, whether that be visual or verbally advertised to interact with the product or products, behavior which in turn builds brand awareness. “Tooth Protector” is a good example of the demonstrative mechanics with direct metaphors and active engagements for the user, while “Escape” uses performance features within a car for an optimal outcome for winning the game. Opposing those two games, Shark Bait and Chase the ChuckWagon, fail because of very surface-level branding instead of using mechanics to make an argument. These games rely on logos with no clear consumer understanding, which is why these games are a flop.
  3. What does Volvo’s “drive for life” accomplish?
    • Volvo’s advergame Drive for Life is a great example of a game that achieves brand exposure but fails to create a persuasive argument for the product’s core value: safety. Their incentives are misaligned because Volvo is built on safety and caution, while the game is overall a racing simulator, which poses a huge risk of crashing and negative consequences in the game which is overall.
  4. What company used in-advergame advertising?
    • Toyota used IGA to create its standalone “advergame.” Toyota’s primary example of this because they place branding inside their vehicles, such as popular titles like Super Monkey Ball.
  5. What was one of the first home console advergames, and what beverage was it for?
    • One of the first Home console advergames was seen through the Kool-Aid Man game released in the Atari 2600, which was made to promote the powdered drink, and another prominent example was in 1938 of the Pepsi Invaders for the Atari 2600, but was also reused and designed for Coca-Cola sales. 
  6. What makes “the toilet training” game sophisticated, and do you agree?
    • According to Bogost’s analysis and description of procedural rhetoric, it is considered a sophisticated game because it was beyond the demonstration to simulate a complex social process. The psychological and methodological aspects of parenting are what bring this game to life while also addressing parental anxiety.
  7. What do advergames and anti-advergames have in common, and what principles do they share?
    • Advergames and anti-advergames have procedural rhetoric in common. Their goals are very much opposites, but they both use the rules and mechanics of a game to make a persuasive argument. The principles they share involve behavioral arguments, whether that be Systemic Simulation or Active Persuasion. Both types of games require the player to “do” the logic of the brand. They also share the same structural principles of Procedurality, Interactivity, Validation, and Metaphorical Representation, which both systems use to get their message across.

Persuasive Rewritten Game

Check It Out (Librarian Game)

Game Concept:

  • Never-ending library simulation where you play as a librarian
    • Stamp, scan, and recommend books to visitors

Goals:

  • Teach players the value of literacy and libraries
  • Show the invisible labor of librarians
  • Encourage empathy and thoughtful engagement

Mechanics:

  • Checkouts & Recommendations: Match readers to books
  • Visitor Engagement Meter: Satisfaction impacts outcomes
  • Discovery Points: Reward thoughtful interactions
  • Time vs. Quality Tradeoff: Rushing = less effective service
  • Never-Ending Loop: New visitors, returning books, seasonal events

BTS Workings:

  • Persuasive: shows the impact of literacy and service
  • Empathydriven: players feel responsibility and influence
  • Dynamic: constant challenge keeps players engaged

5 Game Ideas on Serious Topics

Parentified

Game Concept:
Parentified is an interactive narrative game exploring the experience of children forced to grow up too fast in households where adults are emotionally absent or overwhelmed. Players navigate daily crises, manage household responsibilities, and handle the emotional labor of caretaking, experiencing the constant tension between competence and neglect. Based on That Dragon, Cancer (emotionally-driven interactive storytelling).

In Case You Didn’t Know

Game Concept:
In Case You Didn’t Know is a narrative-driven social simulation that immerses players in the emotional labor of constantly justifying their feelings. Players navigate interactions with friends, family, teachers, and bosses, balancing honesty, self-advocacy, and emotional preservation. The game focuses on empathy, fatigue, and the invisible effort of being believed. Based on Undertale (empathy-driven social interactions, consequences without failure).

The Spoon Tax

Game Concept:
The Spoon Tax is an interactive simulation that explores the concept of limited mental bandwidth and the everyday cost of emotional and cognitive labor. Players live a day in the life of someone navigating mental health challenges or chronic fatigue, where even basic tasks, such as showering, texting, eating, and leaving the house, require energy that feels disproportionately high. All the while losing spoons until you realize it’s 10 AM and you have no spoons left. Based on the “Spoon Theory” in disability and mental health communities

You Don’t Look Depressed – 20 Questions Edition

Game Concept:
You Don’t Look Depressed – 20 Questions Edition is an interactive social simulation that explores the invisible struggle of high-functioning mental illness. Players navigate a day in the life of someone whose external life appears perfect: school, work, and social obligations all checked off, while internally every task and interaction drains energy. NPCs “guess” about the player’s well-being through yes/no/neutral questions, mirroring the 20 Questions mechanic, while players balance honesty, energy, and credibility.

Family Group Chat

Game Concept:
Family Group Chat (based on Heads-Up) is a social simulation that explores the emotional tension, passive aggression, and hidden rules of family digital communication. Players navigate a group chat where every message, emoji, reaction, or read receipt can escalate or de-escalate conflict. Silence itself is a strategic choice, and timing is as important as content.

Helpful Article To Share

Hey found this article that I found useful for the class about designing games:

Martin, A. (2021, July 10). Designing games for change. Good Thinking. https://medium.com/good-thinking/designing-games-for-change-110fc443ef8e 

Summary in Bullets:

  • Games are more than entertainment; practice for real life
  • “magic circle” lets players experiment and fail without real-world consequences
  • Games are effective for exploring behavior change, systems, and complex decisions
  • Play is real cognitive work
  • Good games build:
    • collaboration
    • critical thinking
    • confidence
  • Fun is essential; if it’s not engaging, it doesn’t work
  • Example: a game made with teens in Zimbabwe to address women’s health
    • Players were involved through co-creation and playtesting, not top-down teaching
  • Overall, games help people explore who they are and who they could become in a safe space

3 Game Reviews – 1.22 Week 2 Persuasion

The McDonald’s Game

  • Was it fun?
    • Not really. It was more stressful than fun and honestly kind of annoying.
  • What were the player interactions?
    • You’re just clicking around trying to manage the whole McDonald’s system. It felt like Papa’s Freezeria but way more chaotic and way less clear.
  • How long did it take to learn?
    • It took a while to even get a basic idea of what was happening. Even after reading the directions, it still didn’t fully make sense.
  • What was the most frustrating moment or aspect?
    • Not knowing what to buy or when things were gonna happen, like when the cows were getting taken to the barns. The blinking lights and fast pace stressed me out bad.
  • What was your favorite moment or aspect?
    • Honestly, just finally kind of understanding what was going on, and that took way too long.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah, I wanted to actually play with intention instead of just clicking random buttons and hoping for the best.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • I’d make the corporate objective way clearer, especially for people who don’t already know how these systems work. I’d also simplify the interface and change the aesthetic to appeal more to high schoolers or young adults.
  • Is this a game you would play again?
    • No. Even after the directions, it still didn’t really make sense, and the stress outweighed the fun.
  • Analyze the game using the 3-act structure.
    • Act 1: You load in and are immediately confused by all the moving parts.
    • Act 2: Everything speeds up, the lights start flashing, and you’re just reacting instead of thinking.
    • Act 3: You kinda get the idea, but not enough to feel accomplished — more just relieved it’s over.
  • What are the collaborative and/or competitive aspects of the game?
    • There aren’t really any. You’re just fighting the game itself and the clock.
  • What is the game’s metaphor and which mechanics stand out?
    • The game is basically a metaphor for corporate fast food systems being overwhelming and impersonal. The standout mechanics are multitasking, fast pacing, and constant alerts.
  • Describe the game in 3 sentences or in the form of a haiku.
    • Blinking lights, no clue
      Cows disappear, I panic.
      Capitalism.

Monopoly Game

  • Was it fun?
    • Yeah, it was fun, especially as the white man. But that fun felt weird because it was obvious I was winning off advantages other people didn’t get.
  • What were the player interactions?
    • The interactions made inequality super obvious. Playing against minority and female groups showed how the system mattered way more than effort or skill.
  • How long did it take to learn?
    • It was easy to learn because it’s basically OG Monopoly rules. Since I already knew how to play, I could focus more on what the game was saying instead of how it worked.
  • What was the most frustrating moment or aspect?
    • Watching minority and female players fall behind with no real way to recover. The wealth gaps got big fast, and it felt unfair on purpose but still hard to watch.
  • What was your favorite moment or aspect?
    • Winning. Buying up property and becoming the one percent felt good, even though it also made me aware of how messed up that is.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah. I wanted to actually fix the system or help balance things out, but the game didn’t really let that happen.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • I’d make the game way more specific to different communities like a Pittsburgh-based board. I’d also add age differences (Boomers vs Gen Z, Gen X, Millennials), tariffs, higher school taxes in certain areas, and more customized chance cards to reflect a real economy.
  • Is this a game you would play again?
    • Yes. Even though it was uncomfortable, it made me think a lot about privilege, inequality, and how systems work.
  • Analyze the game using the 3-act structure.
    • Act 1: Everyone starts with different resources, and the imbalance is clear right away.
    • Act 2: The rich get richer, the gaps grow, and it becomes obvious who’s winning.
    • Act 3: There are clear winners and losers, and it feels like the outcome was decided from the start.
  • What are the collaborative and/or competitive aspects of the game?
    • It’s definitely competitive, but there’s also this shared realization happening. Everyone is watching inequality play out in real time, even while trying to win.
  • What is the game’s metaphor and which mechanics stand out?
    • The game is basically a metaphor for capitalism and systemic inequality. Unequal starting positions, buying property, and collecting rent really show how privilege compounds over time.
  • Describe the game in 3 sentences or in the form of a haiku.
    • All I do is win
      Rules decide who gets ahead.
      Fun, but insightful.

CoolSpot

  • Was it fun?
    • No. This game was definitely not a CoolSpot (pun intended).
  • What were the player interactions?
    • You’re basically just jumping around trying not to die. It felt like a weird mix of Flappy Bird and Mario, but without the fun part of either.
  • How long did it take to learn?
    • It didn’t take long to figure out the controls, but even after that I was still confused. Like, I knew how to play, but not why I was playing.
  • What was the most frustrating moment or aspect?
    • The game moves way too fast and the graphics made me feel sick. Everything felt overwhelming, and half the time I didn’t even know what the objective was for certain rounds.
  • What was your favorite moment or aspect?
    • Honestly… none. No part made me want to keep playing.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah, I wanted to actually understand the goal of the game, but it never really explained that.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • Realistically, I wouldn’t change anything because this game feels far from saving. But if I had to change something, it would 100% be the graphics.
  • Is this a game you would play again?
    • No. I would rather not play this game ever again. There was zero appeal.
  • Analyze the game using the 3-act structure.
    • Act 1: You start playing and immediately feel confused and overstimulated.
    • Act 2: The game speeds up, everything gets more chaotic, and the frustration builds.
    • Act 3: You stop playing not because you mastered it, but because you’re over it.
  • What are the collaborative and/or competitive aspects of the game?
    • There aren’t any. You’re just competing against the game itself, and even that doesn’t feel rewarding.
  • What is the game’s metaphor and which mechanics stand out?
    • If there is a metaphor, it’s probably sensory overload. The fast pace and intense visuals stand out the most, and not in a good way.
  • Describe the game in 3 sentences or in the form of a haiku.
    • Too fast, too chaotic
      Jumping with no real reason.
      Not cool. At all.

Week 1 Response Questions for Painstation, Townscaper, and Calvinball

Painstation:

It was fun to watch people play this game since I didn’t have to participate in it, but I don’t think it’s a game I would actually want to play myself.

It seems like a pretty easy game to learn and grasp.

The most frustrating aspect seems like it would be getting shocked or burned.

I feel like I would need a strap to hold my hand down on the machine otherwise I would just continuously pick my hand up.

No I don’t think i would play this game.

The game setup is to stand on opposing sides and place your hands on a marked area. You then play a game of Pong against your opponent and any time you miss the ball there is pain administered.

The competitive aspects are to play pong and win against your opponent and hopefully not receive the most amount of pain. Or maybe for some people the competitive aspect is to survive the most amount of pain before bowing out.

The game’s metaphor seems to be to experience the physical pain of losing combined with like a style of pain reinforcement for repeated losing. The clear standout mechanic is the fact that it is putting its players in physical pain while playing.

I thought it was Pong.
But it’s actually pain.
Ouch. Ouch. That’s hurting.

Townscaper:

Yes it was fun, I could play it for hours.

You could interact with colors, the water, and other buildings once you have them.

It doesn’t take that long to learn, the only real mechanic is clicking.

The most frustrating aspect was figuring out how to undo something.

My favorite aspect of the game were the colors and sounds.

I kind of wish that people and more animals would pop up once you build up enough of the city and they would just wander around and make other calming noises.

I would add the people and animals if I had a magic wand.

Yes I would definitely play it again,

I don’t really feel like there is a 3 act structure for this game since there is not real conflict or resolutions for it. And There aren’t any collaborative or competitive aspects for it either. It’s just a calm, chill, time-passing game.

As a metaphor it feels very much like a zen garden or like a limited virtual LEGO set but there is no real deeper metaphor or something that it’s trying to bring awareness too, that I’ve found.

There is nothing here

Oh look! I’ve built a small town.

It’s no good. Start Over.

Calvinball

Calvinball was fun, but very low energy for what I feel like Calvinball is meant to be.

Player interactions included throwing a ball around and making new rules for the game.

It’s easy to learn but since new rules are always being added and the game is always changing, it is a continuous learning process and can be a lot to juggle while trying to keep the rules in mind.

The most frustrating aspect was trying to come up with new rules on the fly when you got the ball. My favorite aspect was hearing other people’s rules.

The nice thing about Calvinball is that if there is something you want to do you can just implement it as a rule or just do it because the only rule of Calvinball is that it can’t be played the same way twice.

Yeah I would play Calvinball again

The setup is to create yourself some rules for the start of Calvinball, the confrontation is the constant reinvention or competing rules and gameplay, and the resolution would be when the game ends through some ridiculous rule, point system, or players lose interest.

I think the collaborative and competitive aspects are essentially the rule making because you have to make rules up as a whole in order to establish the game but you can make a competitive rule that gives you an advantage over other players. If you have more than 2 players you could have collaborative aspects where multiple people team up with the rules they create to form an alliance to win.

I think the game as a metaphor wants to be a commentary on creative freedom and a rejection of traditional, arbitrary, rigid rules for how people want you to live your life.

Differs every time.

How can I make myself win?

Is that a tiger?