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red_leaf [2010-04-07 10:40] – davegriffiths | red_leaf [2010-04-07 11:07] – davegriffiths | ||
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Zynga are not ignorant, they exist to make money. We do not have that restriction, | Zynga are not ignorant, they exist to make money. We do not have that restriction, | ||
- | * Space is not an issue, you can roam freely. | ||
* No monocultures - a simple, but complete model for nutrients in the soil, nitrogen fixers, permaculture layers - all based on [[fukuoka gardening]]. | * No monocultures - a simple, but complete model for nutrients in the soil, nitrogen fixers, permaculture layers - all based on [[fukuoka gardening]]. | ||
* The use of native species of plants based on your physical location. | * The use of native species of plants based on your physical location. | ||
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* Animals have a full life cycle - we deal with the death issue. | * Animals have a full life cycle - we deal with the death issue. | ||
* A cooperation model for players - collectivization, | * A cooperation model for players - collectivization, | ||
- | * In this way, the idea of socialism needs to be explicitly obvious, in exactly the way that the capitalism in FarmVille (and most games containing an economy) | + | * In this way, the idea of socialism needs to be explicitly obvious. |
+ | * Space is not an issue, you can roam freely. | ||
* The whole thing could also just be a dissemination strategy for more intelligent information about food production. | * The whole thing could also just be a dissemination strategy for more intelligent information about food production. | ||
+ | |||
+ | The capitalism in FarmVille (and most games containing an economy) is not discussed explicitly at all as part of the game, it's just a kind of assumption. The idea here is not to promote socialism, but to promote debate, or at least awareness that this assumption exists. Is a particular economic model a requirement for a good game? | ||
======Current stupid version====== | ======Current stupid version====== | ||
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Game design | Game design | ||
- | * Player collaboration - I have an idea where each player starts with one thing they need, and have to ask for help from people in their collective/ | + | * Player collaboration - I have an idea where each player starts with one thing they need, and have to ask for help from people in their collective before they can start - ie. "Joe starts playing and has to borrow a spade from Phillis and some seeds from Frank to get started" |
Plants | Plants | ||
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* Each plant needs frames representing growth through different stages from seedling to full grown, also for decay and disease. | * Each plant needs frames representing growth through different stages from seedling to full grown, also for decay and disease. | ||
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+ | Al |