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Published on november 9 2017

A game about central banks

Is it a received idea? Video game professionals are accused of lacking creativity. Used concepts. For a bit we would think that we have gone through the video game mechanisms existing, or almost. If we force a little the line, we find an obvious reason: whether they are game designers, developers or graphic designers, the video games workers are mainly for culture ... the video game. No wonder the production of games is such a grueling process: game designers must both design and maintain a coherent interactive world, make it fun / interesting to maneuver, while avoiding that it is too similar to what has already been done - even as publishers ask for creations for which we are sure to find an audience. For small independent teams, feedback between designers and developers is certainly rewarding but projects never seem sure to succeed?

Another approach is possible.From the beginning of the realization of a video game, it lacks an ingredient. Universes consistent with established mechanisms are in reality infinity. For example, I'm interested in economics, and I know enough to transcribe concepts in the form of gaming procedures (it's of course easier if I have a developer with me and possibly a graphic designer). No need for a game design developed before the first line of code: there is no particular effort to maintain the coherence of the game world, since it is pre-existing. Economic modeling is not the only one concerned: any field of knowledge has its own causal relationships. Once initiated (no matter how will do), the development of the project is incremental, without tunnel effect, that is to say that very quickly, the first parameters / elements are manipulable by the player, and even if the gaming experience at this stage does not have much stimulating, the subsequent additions will only go to more fun. Note that with this way of proceeding, a game designer has no reason to intervene early in the design, its contribution may be wise once the game begins to take shape.

The radical opening to other areas will have the advantage of creating an obvious market for each of the games that have been developed using this method. But the dynamics of transversality and linking widely separated social environments has other advantages to offer in terms of profitability. I am interested here specifically in the independent production. A problem of crowdfunding is the competition of projects: it seems quite inevitable that each donor or investor has a finite amount to allocate them, so he must distribute. The more creators are, the more they embarrass each other. Can not they make their numbers a strength, on the contrary? The platforms which will be in charge of facilitating the communication between the various actors could have another utility: to make the bridge with the construction of the new economic system. Based on the appropriation of the means of production at a local level (which leads to a redesign of technological designs to be comprehensible and usable by human beings), mutual aid and not competition, it is enriched by the contributions of each to benefit of all. A major historical reference is anarchy in Spain between 1936 and 1939, and the formalization of the principles is found in Bill Mollison's work on permaculture, where the techniques of arrangement of the elements (sun, wind, rain, plants) are explained. , animals ...) according to their needs and functions.