P3: Tiny playable prototype

observations

  • the citizens were trying to collude and after a few rounds, they were trying a few different strategies and deliberating (out loud, so developer could hear)
  • it was easy for the developer to get the 3 high-rent neighborhoods but they struggled to get the rest, only getting 1 more in the time the citizens got 5 neighborhoods → perhaps the 8 neighborhoods for developer to win is too high?
  • ran out of tokens towards the end

 

things to change

  • more information about gentrification as a system → some real world aspects weren’t covered
  • e.g. have citizens already be distributed across the map and have the developer come in to try to turn a low-rent area into a high-rent one
  • add more actions to represent the gentrification system → be very clear about what residents can actively do and how that differs from what developers can do
  • incorporate adjacency (like some meaning for neighborhoods being next to each other on the map) & other forms of variance so there is no optimal play that residents can just use every time
  • add in clear loops for both sides
  • make later decisions dependent on earlier ones → i.e. more interconnection between mechanics
  • give residents their own personal incentives (in addition to the team’s) → more realistic

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