Two philosophical (Civ. and Civil War II) board games
Develop an online platform for two ultra-realistic, philosophically-deep, and socially-relevant games.
Develop an online platform for two ultra-realistic, philosophically-deep, and socially-relevant games, one dealing with (a), a new American Civil War, and the other with (b), the entire span of human history.
Besides creating a new niche for games with philosophical depth and modern relevance, the patron receives the following benefits at each level of support:
Supporter ($10) - I will provide you with a free downloadable copy of each game on May 1st, 2019 (a $20 value). You may also choose to receive periodic updates about both games' development.
Stakeholder ($20) - You will receive all the benefits of being a Supporter, plus you have the opportunity to influence game design and test key mechanics.
Pioneer ($30) - You receive all the benefits of being a supporter and a stakeholder, plus you will receive an exclusive expansion pack for each game in advance, and for gratis.
Where the money goes:
The nominal $200 ask covers domain and hosting fees, a logo design, and formatting work to host game board downloads.
Note: (formal names not yet determined)
A Second American Civil War (SACW)
Design progress: 35%
SACW is an effort to stir creative imagination about the future United States, and spans almost 500 years of American history (1990-2450 CE). Players cooperate to navigate America through multifaceted challenges and opportunities: from navigating the rise of geopolitical challengers like China, to technological, demographic and climate change, civil unrest and even potential civil war.
Players resolve time in periods of five years from 2000 to 2100, after which point they lose stewardship over events, and the game resolves itself over three longer-term periods of 50 years (2100-2150), 100 years (2150-2250), and 200 years (2250-2450).
The adversary is the discord, challenge, and happenstance to the game itself.
Players can miscalculate the impact of their actions in an emergent, non-scripted way that follows a thermodynamic approach to complex systems, such as politics, economics, and society. New energy is good in a system with too much order, but too much energy with a lack of fixity can ignite a firestorm-- perhaps a botched era of militarism, a permanent incapacitation of rule-of-law, or a critical infrastructure vulnerability.
The end result is an America legacy--in some cases, remaining steady and stolid in constitutional form, in others merely a legacy, on a landscape marked by something that used to be, underneath something now which stands sinister.
Design progress: 50%
Sapiens is a game to cover the full evolutionary span of cognitively modern man from his earliest days 250,000 years ago, to the present, and ending with his extinction or speciation.
In Sapiens, the full color of human history shines in every moment and across every era--either in an alternate earth or historical setting. Players play as muses of history. They guide polities, empires, movements, and dynasties and earn points in so doing.
With a unique "locus" mechanism, players resolve the most important events of history across the appropriate temporal arc. A wise policy of reform spearheaded by one individual can create a lasting centuries-long legacy, a slow and grinding decline can be arrested by a decade of innovation, and an empire can grow, and fall, in as little as one sequence of play.
In Sapiens, players adopt a field of view higher than the level of grand strategy. For them, a total defeat of a nation in war could play into its eventual development. Resources must not only be strategically deployed during a period of history but across its entire ark as well. No two polities are ever alike with the game's unique blending system. With millions of different configurations, there are nearly an unlimited number of ways to play.
I design and will continue to design these games to help players appreciate the "big-history" implications to the actions we undertake today. Such a viewpoint is, in game terms, fresh, relevant, and educational.
An ardent gaming hobbyist and lover of meaningful "big history" discussion, I have always wanted to put down into rules what I think no one in the gaming community has yet expressed. I am a marketer and communications consultant by day and a history nerd by night! :)
Risks and challenges
As with any project, there is no 100% guarantee against minor delays in design. My primary concern is creating the best product possible. Close to half my work is completed by this point, which makes me all the more confident I will complete the game on-time.
Since this is a game formatted for online delivery, I do not expect cash flow to be an issue in this project, as the efforts involved are primarily of a creative nature at this point.
- (30 days)