Showing posts with label Forces of Nature. Show all posts
Showing posts with label Forces of Nature. Show all posts

Tuesday, December 22, 2015

The Polar Ice is Melting!

In this article, game designer Sande Chen describes her playtest experiences with the card game, EcoChains: Arctic Crisis. 

Happy Holidays! I hope everyone is doing well.  Here, in the East Coast of the United States, it's unseasonably warm for December.  While we may be enjoying the spring-like weather, up in the Arctic, the polar ice is at its lowest point ever. This is why 2/3 of the polar bear population is expected to die off by 2050.  :(  The climate change card game, EcoChains: Arctic Crisis, which was funded through Kickstarter and a National Science Foundation (NSF) grant, hopes to bring attention to this global issue.



EcoChains: Arctic Crisis
I was recently sent EcoChains for review on this blog and I thought what better place to bring it than to NYC Playtest, the monthly meeting of board game designers.  They vigorously playtest board games to get feedback from other designers.  I played a game of EcoChains with the board game designers and then I played a round with people who play board games or tabletop RPGs with kids every day.

It's a fairly quick game, estimated 30 minutes long, for up to four players.  We played it incorrectly both times, despite multiple people reading the directions repeatedly.  We also did not use the advanced cards, which probably would have made the game more interesting.

Initially, we got some polar ice cards and starter animals.  Throughout the game, we built food webs, indicating which animals consume other animals.  For example, a seal can survive on arctic cod, but in turn, a polar bear can eat the seal.  Some animals, generally the higher order ones, require polar ice in order to remain in the food web.  When the polar ice melts due to climate change, the polar bear would have to migrate or die.  In the first game, we did not realize there could be more than one node in the food webs, meaning 2 seals can build on 1 arctic cod card, so we quickly reached a stalemate, whereupon we were continually passing around cards (to simulate the migration) around the table.  The second game, where this was rectified, did run much better.  While making food webs, players try to hit goals, such as sustaining 3 whales.

In both games, we did find it hard to keep track of our cards, as the food webs can get quite large.  You almost need some kind of placemat to organize your cards.  In the second game, we didn't realize that the "good" polar ice recovery event cards weren't played out immediately like the "bad" polar ice melting event cards.  I suppose this was to simulate the situation of positive externalities in that if one party makes the effort to help recover polar ice, this helps all parties.  However, the benefactor would have to choose between taking the "good" event card or selfishly continuing on the path of accumulating points.  The player who has accomplished the most goals and has the most animals generally wins.

On the education front, the game does make it clear through the gameplay that polar ice is necessary for animal survival.  Players do learn about food webs and different arctic animals.  However, my playtesters did not feel that this was a card game that kids would pick up and enjoy on their own for fun.  Rather, the game seems like it would fit in better as a classroom activity where teachers can provide context.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, June 5, 2015

Zombies as a Force of Nature

In this article, game designer Sande Chen explains why zombies are a force of nature.

I hate zombies.  In general.  Despite origins in Haitian folklore, our perception of the undead as shuffling, brain-eating, animated corpses is shaped by films.  Zombies are a horror archetype, which means there are variations on a theme.  There could be speedy zombies, vegan zombies, even sentient ones, but for the most part, they aren't.  Zombie attacks are usually portrayed as a never-ending nightmare.  If you saw the latest episode of Game of Thrones, "Hardhome," then you saw wave after wave of unrelenting zombies scratching their way through barriers to kill humans.

Here's the thing:  If zombies aren't sentient, then they aren't villains in the sense that vampires can be.  Sure, zombies have a goal and motivation to do what they're doing, but these kinds of zombies are not sentient enough to be pining over lost loves or plotting nefarious schemes to kill the king.  Zombies are a force of nature, like a disastrous typhoon, shark attacks, swarming bees, a stampeding herd of buffalo, a downpour of frogs, or attacking birds as in Hitchcock's movie The Birds. 

Jon Snow battles the White Walker
In "Hardhome," the zombies are controlled by the White Walker, who are using them as a weapon of choice.  It's like Percy Jackson controlling ocean waves.  If you think of zombies as a force of nature and pattern their actions based on real-world phenomena, what would you come up with as a system?  There's a lot of interesting animal behavior that can be used for inspiration.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.




Friday, January 3, 2014

January 2014: Forces of Nature

January 2014's topic, Forces of Nature, was submitted by game researcher Nick LaLone.  As the first snowstorm of the season sweeps through the East Coast, this topic seems particularly fitting.

He writes:

One of the first games I played with "Wind" was Ninja Gaiden 2 for the NES.  In of the levels, you're running along some mountain tops.  Coming down in the form of white dots is wind.  These white dots would change direction and in doing so, I could not jump as far.  Video games, through technology, are an attempt at creating, virtually, that which we experience in nature.  As unreal as a video game could be, the way we understand nature cannot be radically changed insomuch that any alternative to nature is not able to really be understood.  So, if a game uses some force of nature (for instance, Mega Man, Ecco the Dolphin, Monster Hunter, etc.), how do designers that create that forces of nature, the very thing modernity wants to control, into something fun?

Do you have any experiences with games that feature a force of nature as a main component of the game?  Was it done well and believable?

What are the challenges with depicting a force of nature as an antagonist or an opposing force?

As always, submission guidelines along with submission procedure can be found on the right hand side of the blog.  Topic suggestions and articles are welcome!

Nick LaLone is a graduate student working on an MA at Texas State University-San Marcos. When the video games are turned off, Nick can be found writing about modernization theory, gender, and social media. His work on these subjects with regard to video (and board) games can be found at www.beforegamedesign.com.