Cementing the Game Rules & Class Reflection

Final Rules My rulebook has not adapted from my last post, because choose-your-own-adventure game rulebooks, by convention, are barely necessary. Because they’ve adapted from novels – which obviously do not contain a rulebook – and are self-explanatory, very few rules are needed. Feedback from Richard reinforced to me the importance of keeping this simple, and […]

Read More

Writing the Game Rules

This blog post will focus on the game rules of Simulation Mindy, and the opening narrative. Narrative Apollo Drake is an ambitious quantum computer scientist from a post-human word, with a vision to create an experimental simulated human society. Join him as he pitches his idea to Big Science for funding and makes various ethical and […]

Read More

Game Design: Abstraction in Simulation Mindy

Following my initial game proposal and discussion of philosophies and material components, this post will look at abstraction in game design. Abstraction     The game itself is based on an abstract concept. Simulation theory is something we are unlikely to ever prove and currently has more interest from a conspirator’s perspective than a scientific […]

Read More

The Material Philosophy of Simulation Mindy

A Quick Refresher The product I am designing and creating is a digital choose-your-own-adventure style narrative. It will follow the story of a quantum computer scientist who wishes to create a simulated human society, and his test subject, Mindy, who lives inside the simulation. Object-Oriented Philosophy Martin Heidegger argues through his concept of “object-oriented ontology” […]

Read More

Individual Game Design: Initial Ideas

The week seven class brainstorm was an interesting exercise and I generated more solid ideas than I imagined I could come up with in ten minutes. Despite this, I’ve decided to remain with my initial plan to combine my game with my artefact for BCM325: Future Cultures, based on the Choose Your Own Adventure (CYOA) game […]

Read More

My Contribution to the Group Game Project

Our final blueprint, The Balancing Act, was very much a collaborative effort between Ashleigh, Zoe, Bec and myself. Although our group dynamic was great, in retrospect this fairly simple game could have been designed with a smaller group. The four of us found it difficult to ensure each person felt they were contributing enough. Although we […]

Read More

Gamifying the Work/Life Balance

The Concept Game design is an art you don’t truly appreciate nor consider until you attempt it. Ashleigh, Bec, Zoe and myself had been brainstorming ludicrous narratives at random in an attempt to create a unique game. During our conversation, the struggle of maintaining decent grades, working and sustaining some sort of social life arose […]

Read More