P3 Reflection

 When my team first came together to create our first crappy prototype, I didn’t fully anticipate the level of depth and complexity this game should bring to the table. Our first game was basically a Cards Against Humanity mod, primarily about deciphering fake news and identifying credible sources. I was initially discouraged by the feedback for our first two prototypes because I wasn’t sure how to come up with a “system” game that mirrors some real world ecosystem.

Then, Gwen thought of really cool game mechanics that are designed to mimic the real challenges faced by individuals in the digital information landscape. The roles assigned to players – journalists, activists, bots, and politicians – were a really smart choice, as they represented various facets of online engagement and influence. Each role had its unique motivations, scoring goals, and strategies, which created a dynamic and competitive environment.

What fascinated me the most was how the mechanics worked together to create an ecosystem that mirrored the complexities of the online world. Mainly, we utilized the tension between credibility and followership for our main gameplay. As a player, I had to make strategic decisions, such as choosing between crafting an accurate headline for credibility or an attractive one for followers. This constant balancing act forced me to think critically and consider the consequences of my choices.

The ecosystem modeling was another highlight of the game. The gradual reveal of facts about the news topic, coupled with the introduction of announcement cards, effectively simulated the ever-changing nature of information online. It taught me the importance of adaptability and the need to stay updated in an environment where new information emerges continuously.

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