July 29, 2008
Strata game development: it's my family's fault
For the record, all I did was create a game to engage students in talking about education policy. But my daughter suggested we play it, even in draft form. Here's what I learned from that first round of playtesting:
- The basic game is playable.
- Everyone started inventing stories for their families, and my son (who was given the poorest family) complained about how unfair life was... until his family's children did well in the first round.
- Game pieces exist for a reason: it's a headache to keep track of a game's state-space on a notepad
- More generally, do not create a board game that requires a calculator or a spreadsheet
- I now understand the role of Monopoly's chance and community chest cards -- to introduce shocks into the gameplay without having to change the regular rules.
While thinking about and drafting the game in the last week or so, I've come across a number of discussions about using nation/culture-strategy games in history classes, such as using historical war tactics games, Civilization modifications (or mods for short), or other teacher-selected/created simulations, or requiring that students create simulation games. Civilization or SimCity are good in thinking about resource limits, but I'm wondering if there are other structures for the type of history class I would teach (specifically, history of education), where decisions are in between the individual/family and the society-wide. (Strata is for an interdisciplinary class.)
Posted in Teaching on July 29, 2008 12:45 PM |





