Implementing a Value System

There remained the problem of designing some system that would permit the user to assign numeric values to the components of the simulation while preventing psychotic behavior in the system. It's one thing to design a balanced system of equations when the coefficients are all stable but preserving balance when the user can change the coefficients seemed beyond the realm of possibility.

An even more serious implementation problem loomed beyond this one: How was I to design a system of equations that would be accessible to the average user? I had handled games with complex internal systems of equations, but a system that the average user could handle? That seemed completely out of the question.

The design problem clearly called for linear equations of this form:

Result = Adjustable CoefficientxInput Factor

There might also be a need for additive equations of this form:

Result = Input #1 + Input #2 + Input #3

Such equations permitted the user to adjust the single coefficient to increase or decrease the severity of the phenomenon.

The interesting design problem here is, how did I decide which variables to include and which to reject? A variety of factors affected my decision. Obviously, I needed some form of point system reflecting what might constitute success or failure; this required variables for various forms of points. I also needed to include obvious factors such as nuclear power, coal power, and various forms of pollution. Ultimately, however, the choice of variables to include rested on my familiarity with the issues underlying environmental problems. There was no cookbook method that I can offer you; I simply had to apply my judgment based on my expertise. As it happens, I spent several years working on environmental policy issues during the 1970s, so I required little more than a few books' worth of reading to bring my expertise up to date. Had I lacked such expertise, I would have been reluctant to attempt the design.

LESSON 73

Know your topic inside and out.

Few game topics are closely tied to reality; by placing games in a fantasy environment, designers seldom need to worry about the constraints of reality. There are plenty of exceptions, of course, flight simulators being the most obvious. As the industry advances, game designers will be required to integrate more real-world knowledge into their work. This will in turn make it ever more important that designers bring some real-world expertise into their work. Content experts are invaluable, but they're not enough; the knowledge they offer must be integrated into the overall design, and that integration process can take place only inside the designer's mind. Thus, content experts must be treated as teachers, not direct contributors.

I created the following list of 154 variables for my simulation:

AcidRain

AveEnergyPrice

BasicResearch

BeefProduction

BeefTax

BiodiversityPoints

BioResearch

Biotechnology

BirthRate

CarbonDioxide

CFCProduction

CFCTax

CoalPrice

CoalResearch

CoalSupply

CoalTax

CoalTechnology

CoalUse

ComputerGamesPts

ConsumerGoods

Crops

CropStrains

CropTechnology

CropYields

Dam

DamPrice

DamUse

DeathPoints

DebtForNature

Desertification

DrinkingWater

EnergyConservation

EnergyDemand

FallPoints

FallsFromRoofs

FamilyPlanning

FarmLand

FertilizerTax

FertilizerUse

FloodDeathPoints

FloodDeaths

FoodSupply

ForestClearing

ForestHabitats

ForestLand

ForestLifePoints

FuelwoodUse

Garbage

GlobalGenePool

GlobalTemperature

Grasslands

GrossGlobalProduct

GroundwaterSupply

GroundwaterUse

HeavyMetalDeaths

HeavyMetalPoints

HeavyMetalPrice

HeavyMetalSupply

HeavyMetalTax

HeavyMetalUse

Housing

IndustrialInput

IndustrialOutput

InundationPoints

LakeAcidity

LakeHabitats

LakeLifePoints

LandAbuse

LandAbusePoints

LifePoints

Logging

LoggingTax

LungDiseaseDeaths

LungDiseasePts

MarineLife

MarineLifePoints

MaterialsDemand

Medicines

Methane

NaturalGasPrice

NaturalGasSupply

NaturalGasTax

NaturalGasUse

NetEnergy

NitrousDioxide

NonrenewEnergy

NorthernLifestyle

NuclearAccidents

NuclearPrice

NuclearResearch

NuclearSupply

NuclearTax

NuclearTechnology

NuclearUse

OilPrice

OilResearch

OilSpills

OilSupply

OilTax

OilTechnology

OilUse

Overgrazing

Ozone

PesticideDeathPts

PesticideDeaths

PesticideTax

PesticideUse

Phytoplankton

Population

Price

PropertyDamage

QualityOfLife

QualityPoints

Radiation

RadiationCancer

RadiationPoints

RadWaste

RadWastePoints

RecycledAluminum

RecycledPaper

RecyclingCenter

RenewableEnergy

ReservoirCapacity

RiparianHabitats

SeaLevel

SeaFood

SkinCancerDeaths

SkinCancerPoints

SoilErosion

SolarEnergy

SolarEnergyPrice

SolarEnergyUse

SolarResearch

SolarTechnology

SouthernLifestyle

Starvation

StarvationPoints

StratosphericCFC

StripMining

Subsidy

SulfurDioxide

Sustainability

SustainabilityPts

Tax

Total

TotalCoalUse

TotalNatGasUse

TotalNuclearUse

TotalOilUse

TotHeavyMetUse

TroposphericCFCs

UV

WaterPollution

WaterSupply

WoodStove

It's a long list, isn't it? You can see why I was so worried about the simulation getting out of control. My next task was to set up a huge dependencies chart showing with simple lines and arrows what other variables were affected by each variable. This chart covered quite a few pages; it took me a while to find clean breaks in the chart so that it could cover many pages without too many arrows departing from each page. Once I had that chart, the only task was to write out one equation for each arrow.

Here's an example: One of my variables was Nuclear Accidents. This was presented to the user with the display shown in Figure 25.1.

25.1. Nuclear accidents.

graphics/25fig01.jpg

Note that there are two causal factors in this display: Nuclear Technology and Nuclear Use. The former represents the results of subsidized research that, presumably, lessens the dangers presented by these plants. The latter represents the actual number of nuclear power plants in existence. The formula display for this variable, accessible to the user, looks like what appears in Figure 25.2.

25.2. Nuclear accidents formula.

graphics/25fig02.gif

Note how clearly this presents the formula used in the simulation and the three values that go into the formula. It also explains how the formula works. One of the secrets behind the functioning of this game lies in that scroll bar. I pre-programmed it with upper and lower limits that ensured that the simulation would remain within reasonable bounds. In other words, the user was free to alter the values, but only within limits that I felt were reasonable. This restriction was crucial to keeping the entire simulation balanced.

In practice, we found that there were four ways of playing the simulation. The first was simply surfing the web of causality. With 156 different screens linked together, many people were happy just to browse through all the connections. This in itself made an important point about how deeply intertwined environmental and economic issues are. Once users had satisfied their immediate curiosity, they settled down to playing the game, using the coefficients that I had built into the game.

LESSON 74

Accept full moral responsibility for the games you design.



Chris Crawford on Game Design
Chris Crawford on Game Design
ISBN: 0131460994
EAN: 2147483647
Year: 2006
Pages: 248

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