C.D. Friedrich's Wanderer

C.D. Friedrich's Wanderer
Take a step back, look at the bigger picture.

Tuesday, November 18, 2014

Car game 2.0


Car game 2.0:

In this game, we attempt to show the process of evolution and its mechanisms of variation, reproduction & selection.

Aim of game: show how industrial evolution occurs
            -Players can follow their own strategy, create a niche and therefore create variation
            -Multiplication can occur by players following and copying successful strategies of other players
            -Natural selection occurs because the players that are not good enough in relation to the others are eliminated from the game

Number of Players: 6
Items needed: 1 Die, pen and paper

Length: 12 rounds

Start: Every player gets 10 points that he can allocate to the different categories.


Status
Speed
Maintenance costs
Fuel efficiency
Sustainability
Design
Player 1






Player 2






Player 3






Player 4






Player 5






Player 6







The die is rolled.

            -If 1 is rolled…. Status is valued most by customers
            -If 2 is rolled…. Speed is valued most by customers
            -If 3 is rolled…. Maintenance costs is valued most by customers
-If 4 is rolled…. Fuel efficiency is valued most by customers
            -If 5 is rolled…. Sustainability is valued most by customers
            -If 6 is rolled…. Design is valued most by customers

The  success of companies is based on their relative advantage in the category (number of points in given category).

Best 2 companies =  get +2 points that they can re-allocate as they wish
Next company =  gets +1 points that they can re-allocate as they wish
Next company =  get -1 points that they can re-allocate as they wish
Last two companies = have to take off -2 points.

Every 3 rounds players count their total points.

1st interval = need 11 points to advance, otherwise they will be eliminated
2nd interval = need 13 points to advance, otherwise they will be eliminated
3rd interval = need 15 points to advance, otherwise they will be eliminated
4th interval = player with most points will win (if 2 winners, there will be an extra interval of 3 rounds).


Evolution is a process of change that occurs through variation, reproduction, and selection. Variation exists in this game, because there are different categories (sustainability, speed, etc.), which firms can focus on. For example, different players can set different goals and develop their categories accordingly.
Reproduction is also present in limited ways. In this game design, it is mostly present in form of transmission (imitation), since players can copy each others' strategies. An idea for further game exploration is to introduce certain coercive pressures. For example, cards could be introduced that "order" players to suddenly only develop sustainability features.
In terms of selection, I tried to include it by kicking players out of the game. The problem in my current game design is that the selection pressure only has one outcome (in or out). This part therefore needs to be better developed to fully mimic technological evolution in social systems.

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