For this Make Cycle, we invite you to use game design to analyze, remediate, and reflect on complex systems. Last week, we noticed “the affordances and constraints that each medium offers (for and against) our purposes”. This week, let’s discuss what systems we see – and what happens when we change up the rules a bit.
You may ask – why game design?
The systems within which we operate can be difficult to understand – and even more so, difficult to discuss. Games – in all their forms – are engaging tools for experimentation. As dynamic and interactive works of art, games can inspire us to tackle and engage with complexity. Plus, games, and the ways in which they are designed, enable us to experiment and have fun with failure: the ability to try, fail, and try again is a powerful tool.
Games align with the spirit of the CLMOOC because they are active experiences. Like many things in civil society, every game has rules, players, and interesting choices you are “allowed” to take.
A game in which the player performs simple actions or activities simply to further a story is passive; however, if the player is presented with choices which meaningfully impact the future events in the game, these choices become “interesting” and active.