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    PowerStruggle: Gaming: the new Learning

    This is where we can discuss the Science TCG Superstructure

    Started by: DavFlamerock Raves:12

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    So I just made this so we could discuss the TCG Superstructure, since there doesn't seem to be a built-in "Discuss" section of the Superstructures. Because we all know, discussion makes superstructures WORK.

    Thanks for setting this up Dav. Good work. Here are a couple more thoughts : For the earliest age-group players, simple \\\"trumps\\\" type games with statistics eg. Packs : 1) Energy Sources: statistics include some variant of cost / kw hour, principle of generating energy (combustion, chemical reaction, mechanical), externalities (pollution), environmental requirements (for wind, solar, tidal, geothermal), 2) New Materials: statistics include tensile strength, cost of manufacture, externalities, electrical properties etc. More sophisticated games may include competitions between rival players (representing companies / communities) to create the most energy efficient cities by putting together materials, innovative architectures and local, sustainable energy resources. For adults, the games turn into quite sophisticated \\\"business simulations\\\" although still with the aim of being fun .

    Oh, and sure, alternative catchphrases are welcome. Sadly \\\"Sufficiently Advanced Technology : The Gathering\\\" was grabbed by \\\"Need To Know\\\" back in the late 90s. :-(

    Hahahaha I didn\\\'t mean literally grab it from Magic--ideally we\\\'d have our own catchphrase :P So we want a game that\\\'s functional, fun, and informational on many levels. Do we want to try to come up with a single rules set for the whole thing or do we want different complexities based on difficulty level? I guess that\\\'s step one--to figure out exactly what our foundation will be.

    I was definitely thinking of a family of related games rather than a single one. For younger players it\\\'s more about learning the kinds of energy resources and materials there are and some of their basic properties. For older players there should be more strategic gameplay.

    Tiered gameplay is definetly a good idea, both from an educational and game design perspective. One potential core mechanic is the concept of sustainability - each turn\\\'s activities produces a certain quantity of negative byproducts as well as \\\"energy points\\\" that power various activities. Winning would require (among other things) the ability to reduce, negate, or otherwise move off the board these byproducts, and being able to do so over the course of several turns.

    Yeah, most of the research on peak experiences (done at Harvard, mostly as an outgrowth of the positive psychology movement) shows that people experience the highest levels of fulfillment when they are engaging in high-challenge activities... provided they already have a high degree of knowledge/expertise. There still needs to be a lot of study on the basic principles underlying energy conservation, etc. I could see that schooling at the college-equivalent level using gaming or simulations to supplement rote exams and term papers.

    Ok, developing new sources of energy, with better outputs of power and lower nasty byproducts have to be in the core mechanics, i agree. But (there is always a but) i think the most important part has to be how this energy reach comunities, and how this comunities could use it more effective trhu time

    What type of game will it be?( Computer, Video, Card, Board) In my opinion it makes most sense to have it on the computer. The game could be a simulation as you the leader of a major power have to govern your nation through the future to survive for 100 years. Have a real time simulator interact all the actions of the A.I. off your actions and that of the crises what patterns we have seen in there actions. Testing there brilliance and ability to lead a nation to survival. Give it a variety of difficulties to get more in- depth into the simulation till levl 15 where it is almost like you really the leader of your chosen nation.

    Fetterkey : "each turn's activities produces a certain quantity of negative byproducts as well as "energy points" that power various activities." That's brilliant, Fetterkey, thanks. Pablo : "i think the most important part has to be how this energy reach communities" Yep, good point, we need transmission too. Dog, in this superstruct, I was thinking of card games. Things that were light, portable, fun. Of course, now that it's economically feasible to print a computer onto every card we can certainly imagine taking advantage of that in some way.

    The gaming mechanism seems to me to be one of the better ways to help enforce the "beginners mind" school of thought. In many strategic efforts, it's all too easy to fall into dogmatic solutions or over-complicating the problem's parameters. Given the depth of specialized experience available in our knowledge dense world, the ability to gauge the effectiveness of outside the box contributions is a decisive way to utilize this technology.

    There are some synergies between this idea and the Sreaming 3D Bootstrappers superstruct. Not only can the content be repurposed for helping to create the images, but the game can have both an online and offline component. Would be great to link the two of them, since they're really both about learning.

    As a card game in the style of MtG, each of the 5 superthreat categories could be a card color sort of like the Magic colors/land types or the Shadowfist "factions." Then there could be card types such as locations, technologies, resources, people/groups, etc. During the "attack phase" one could send specific threats against the opponent, who could then defend against them using his or her own cards. The "flavor text" on the cards could also emphasize scientific concepts. Using the cards in combination to counter various threats could help show the big picture of how things are connected. I know this is very general and we should come up with more specific examples, but it is a starting point.

    I agree that we should have a base of certain types of energies reminiscent of MtG's mana. However I think that while certain card structures can maintain their similarity to Magic the turn system should be drastically changed--for one thing, get rid of the whole "attack" concept. Because we aren't directly fighting face-to-face. I think it would do well to have a much looser turn structure to simulate real life--not so much that you have chaos, but enough so that you still very much have a semi-realistic setting. To illustrate what I mean, here's some proposed card types: (*) Infrastructure (The basic unit of… whatever. This stuff would be generators, solar panels, coal plants, and energy users—libraries, research facilities, civilian infrastructure, and whatever else we think of to USE the energy one makes). (*) Technologies (You can research certain technologies to give yourself an upper hand) (*) Events (These can be played whenever. They would be cards such as “lol your nuclear plant goes under Chernobyl-style,” “I hire an awesome new scientist,” and “I find a new vein of oil/coal/etc.”) ////////////// That’s some ideas from me—we also want an idea of exactly how one wins—perhaps each turn there’s an upkeep cost that you have to pay (of energy) based on your infrastructure, and if you can’t you have to lose infrastructure? In that case when you have no more infrastructure you lose. But that could take a while… so maybe each time you can’t pay your full upkeep you get some kind of marker, and when you collect a certain amount you lose? Because the idea is to make the most efficient system, no? ALSO: This model doesn’t have a good way to deal with waste… but that’s the idea of a forum!

    So what's the status of this effort?

    Due to lack of discussion, it seems to be temporarily stalled :/

    1.integrating circuitry games, and gear to power type construction as well as essential hygenic methods. 2.reign of confidence activities work as a better cognitive sink than passive ones. #> the players collect cards and stats based on their own skill sets and stata and learners. The game itself is generated by using shuffled cards, or computer or cell phone generated "turns" similar to rpg. I agree face to face competition needs to be replaced with group cooperation.

    I just added some edits to the SuperStruct. I think we need some specifics or this will continue to be stalled.

    Wow, My brain is hurting badly now, but it was worth it!!! Basically the game has to be simple. // Make use of existing technology like the 'New' XBOX live arcade or advanced cellphone / neural networks... // It has to be backed and enforced by the goverment, or have the peoples support. // The game needs to be fun, and enjoyable and collect specific data on people, that can be used to direct people to certain areas of the game(s), to achieve the highest rate of desirable results. // The game will then offcourse simmulate the realworld problems, that are then solved by the correct people via the game interface 'as a game' // All the different data needs to be poled, to see what outcome and sollution is most likely, and then that action along with all the logged suggestions can be used to overcome the problem or crisis. // NP: The game needs to make use of both users that would simmulate the problem and those who would solve it. *************** Hope that is what we are talking about here... Kind Regards... Will.




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