P3: Reflection

The development of Catopia challenged my understanding of systems games, particularly in how mechanics, ecosystem modelling, and player engagement intertwine to create meaningful play experiences. 

Before this project, I viewed systems games as primarily exercises in resource management and optimization. However, designing Catopia broadened my perspective, revealing how systems games can serve as tools for storytelling and ideological subversion, by replacing traditional themes of conflict/colonisation with befriending and cooperation.

At its core, Catopia functions as a strategic ecosystem simulation.

Players allocate resources (cats) to three core activities: hunting, training, and befriending, these were the game mechanics. Each action contributes to the overall progression of the game. Hunting sustains the herd, training increases befriending success rates, and befriending expands the herd. The mechanics are deliberately interconnected, reflecting the dependencies and trade-offs present in real-world ecosystems. For example, while befriending is necessary for growth, it is unsustainable without adequate hunting and training. This balance creates a dynamic feedback loop, requiring players to evaluate both short-term and long-term goals. I think having both types of goals makes well-designed systems games.

In our process, the shift from traditional combat-based mechanics to befriending redefined how the ecosystem was modelled and how players interacted with the system. Unlike systems that emphasise domination, Catopia presents a model based on cooperation and non-violent interaction. This reframing required careful iteration. Early prototypes included combat mechanics that felt misaligned with the intended message, prompting us to reimagine the game’s core verbs. 

The minimap at the top left, therefore, became a pretty important design element, serving as both a functional and aesthetic component of the system. Beyond allowing players to track their progress spatially, the minimap reinforced the illusion of a vibrant, interconnected world. Players often clicked on the minimap, not solely for functional purposes but to observe the movement and growth of their herd. 

Playtesting was really interesting in helping us understand how players understood and interacted with the system. Initial sessions revealed confusion about resource allocation priorities. Player’s didn’t know exactly what the win condition was, and how resources were being distributed. We had a lot of adjustments to the interface and mechanics to clarify trade-offs. 

Looking forward, this project makes me want to continue exploring how systems games can model alternative ecosystems and values. It also brought me a lot of joy designing for this game, and I realised games don’t just need to be fun, the fun itself can derive from the visual aesthetic. This was one point I think we as a group hit upon quite well.

 

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