P3: Concept Map

Both system maps have a core loop that once a developer develops, gentrification becomes easier. Specifically, this is done through our game mechanics. Our game follows an arc of pushing residents out further and further through “development” (putting down buildings) until they are out of the neighborhood (i.e. the edge of the board). Once residents are close to the edge of the map, it is much easier for the developer to push them out. 

Each new development limits resident strategy (residents cannot move through those blocks), which represents a weakening of the community as members are pushed out. However, when residents work together (either across meeples or across players), they can fight to save their blocks, stores, and community centers, hindering new development and cost of living increases. We abstracted away the specifics of this action (and the fact that it may not always last long), focusing more on the immense, collective effort required to do so, as that felt most important.

We also only focus on residential blocks—however, these are pushed out due to commercial blocks changing—so that aspect of the gentrification system map is abstracted away. Furthermore, we do not explicitly use money (to indicate cost of living), but we visually show the proportion of original community members that can still afford to live in the community decreasing through blocks being pushed out. We also do not visually show the quality of amenities gradually changing but rather represent new developments with a black box.

Figure 1. Concept Map 1

Figure 2. Concept Map 2

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.