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Designer Diary: Evolutionary Lessons Discovered on Chimera Isle

Kevin Lanzing
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Author's Note: The purpose of this designer diary is twofold. First, I'd like to chronicle the somewhat haphazard trajectory Chimera Isle took going from concept to published game. Second, I'd like this to be a primer for other aspiring game designers who could benefit from my hindsight. Interspersed with this story are five hard-learned lessons which can be applied when designing any game, not only this one.

As themes go, natural selection is as ambitious as they come. All the elements are there for a truly epic game: growth, evolution, migration, domination, natural disasters, extinction. The magnitude of the theme is staggering, but therein lies the problem. How could any game hope to bring together all of these grand elements in a way that is coherent, playable, and fun? Many games have tried, with varying degrees of success.

All of that just made me more determined to put my own mark on the "natural selection" theme.

Lesson #1: Don't get married to your concept.

My first concept for what would eventually become Chimera Isle was hopelessly complex. Anything and everything you might expect to find was there. Evolution – check. Migration – yes, over a large board representing the entire Earth! Climate – but of course, and naturally the effects of long-term climate change would transform the board. My game also modeled a food chain, in which every creature had to eat a nearby plant or animal, or starve. It was an absurdly cluttered, mostly incoherent system that would have been a disaster to actually playtest. Thankfully, I came to my senses before investing too much of my time into what would have been a train wreck of a game.

Had I seriously pursued my original concept, it would have looked and played a lot like Dominant Species – no offense intended to that game, which from what I hear is pretty good!

Especially at the start of any game design project, a designer must be flexible. Almost every game I have designed ultimately became something very different from what I originally set out to create. It is easy to start with one idea and let it snowball over time into something ponderous, technical, and dry. It's similarly easy to get attached to your game mechanisms, and forget that they are all more or less disposable.

I had to take a big step back and reassess where I was headed. Did I really want to create the last word on epic ecological adventures? The more I thought about it, the more I realized that natural selection is actually pretty straightforward. There are species, and there are stresses. The species best adapted to the stresses it encounters will thrive at the expense of others. To borrow a popular phrase, it's "survival of the fittest".

The first thing I did was get rid of the board – which was a hard choice, but most of the bookkeeping and component sprawl came from managing tiny bits and pieces on a gigantic board. To justify my decision, I chose to scale down my setting. Rather than a supercontinent (Pangaea Ultima, to be precise) the species of my game would compete for resources on a small island. Issues like migration, continental drift, and geographical separation wouldn't even be relevant on such a scale.

Even if I no longer had a board, I knew I had to model the environment in some way. I decided to make the many habitats of my small island the stresses that species would overcome. The struggle for territory would become the central conflict of the game. Species that failed to claim territory would decline in population and significance. Eventually, entire species might go the way of the dodo. I don't usually favor player elimination as a mechanism, but here it felt appropriate. Life is tough, and only the strong survive. No natural selection game worth its salt would accept anything less.

Lesson #2: The simplest solution is often best.

It occurred to me in a flash of insight that the game that was developing now strongly resembled a poker game. The species were the players, and their population the chips. When species risked their population for the sake of claiming a habitat, they were "anteing in". When one species claimed a habitat, it "won the pot". The analogy was solid, and I knew that this sort of conceptual overlap would help in introducing new players to the rules.

What about the species? They needed to be easily distinguishable and different. Early on, I considered an auction mechanism for "winning" genetic characteristics: things like spines, wings, claws, and fur. That was fine in theory and presented a good way to model evolution in-game. But by this point I was beginning to think that evolution added layers of complexity the game didn't really need. Anyway, the auction mechanism would only add play time to a game I was trying hard to shorten and streamline. What else was there?

Apparently American Megafauna has already filled the niche for "auction-based evolution game" – I've been scooped again!

A childhood memory supplied the breakthrough. I expect almost everyone has seen this or something similar. A book of animals is split into three sections: head, body, and tail. By mixing up the pages, the head of the lion can be attached to the body of a hippo and the tail of an iguana. Kids like to mix and match the parts and laugh at the bizarre results. Like the best toys, it rewards creativity and can be understood immediately without explanation.

I could do something similar with cards. Not only would the art be fun to look at, but it would have a direct significance to the game. Creatures with furry bodies would be adapted to the cold, while creatures with long necks could reach fruit from the tallest trees. Forget climax communities and biomes; this was way more exciting. Upon making the mental connection between my own bizarre animal cross-breeds and creatures of myth, I finally had a working title for the game: Chimera Isle.

This is completely ridiculous.

Lesson #3: Player interaction is the heart of a great game.

I presumed at first that some sort of symbology would have to be created to reflect the characteristics of the "chimeras". A cactus symbol in the corner would indicate fitness in desert settings, while a water droplet would indicate fitness in wetlands. This system was a sensible approach to the problems I faced. While it would have worked and was easy to read, it failed to leave much, if anything, to the imagination. If the game decided which chimeras developed and thrived, what was left for the players to do?

A game called Lifeboats supplied the answer. In that game, players are crewmen on a sinking ship who must escape to nearby islands on their leaky lifeboats. The tension and fun of the game comes from the voting mechanism it uses. Which boat moves forward? That depends on which one players vote for! Which boat springs a leak? Which crewman gets pushed out of an overcrowded boat? Vote! It's an exquisitely brutal game, for the reason that you must trust other self-interested individuals not to stab you in the back. I felt this was a nifty concept which could be effectively applied to my own game. Which chimera is the best swimmer: the one with the streamlined body or the one with webbed feet? Everyone votes, and the chimera with the most votes wins it all. It's a simple solution to a complicated problem. Rather than deciding myself which chimera is good at what, why not let the table decide?

Don't let the art fool you: Lifeboats is a cutthroat game.

I'd like to say that the voting mechanism for Chimera Isle emerged fully-formed and perfect on my first try, but as you must know by now that never happens. Originally players used a regular deck of playing cards, in addition to a hand of color cards. Players would conceal one color card representing their choice of creature, and a second playing card representing the strength of their vote. A single player with a "10" voting green would defeat two players voting red with a "5" and "2", respectively. Except for the Ace (value: 1), all cards played were discarded at the end of the turn. Only players who voted for the winning creature would themselves win new cards and a point at the end of the turn. The King, Queen, and Jack had special powers of their own which I won't go into.

Suffice it to say that I went overboard again and added needless complexity to what should have been a straightforward voting process. I quickly learned my lesson and pared down. Now players get one colored card for each creature they can vote for, and each vote is worth one point. The lead player breaks ties. Simple!

At this point the players still more or less represented the chimeras in the game. Each player was the secret patron of a specific chimera. Players won points whenever they voted for the winning chimera (whether or not it was their own), but also when their chimera did well. It was fun in a light and fluffy way, but all too quickly players recognized who favored what and adjusted their strategies to compensate. The "secret patron" game lives on as an optional variant, for younger players and those seeking a fast and light party game.

An early prototype of Chimera Isle – the game is starting to take shape.

Lesson #4: Nothing is ridiculous if it works.

By this point I was pleased with the direction of the game but dissatisfied with its depth. I tried all kinds of crazy things to make Chimera Isle both easy-to-play AND strategic.

Probably my craziest idea was to turn the game into an investment simulation! The points players won in the voting round were now a form of currency. Players could spend their points to buy "shares" of the chimeras, or even steal shares from other players. My chief inspiration here was Acquire, a game in which players influence and invest in hotel chains which they don't technically own. Does the idea of an investment game based around the animal kingdom sounds preposterous? Maybe so, but the mechanisms clicked right away and opened new avenues of strategic depth. I never looked back.

Shareholding and the animal kingdom are kind of an odd pairing, but if the shoe fits...

Lesson #5: Collaborate with others whose strengths match your weaknesses.

Chimera Isle was quickly shaping up to be both playable and fun. One problem remained, and that was the art. I am no artist, and my prototype was literally completed with Sharpie pen drawings on a cardboard canvas. That's fine for a prototype, but if I wanted to share this game with the world I needed the services of a real artist.

Don't laugh! The original art was serviceable, but nothing more.

A friend of mine introduced me to the work of "Bogleech", aka Jonathan Wojcik. He had a website showcasing strange things, creepy things, cute things, inexplicable things. Some of these were the product of his own imagination, such as his coloring book Old-Fashioned Nightmare Fuel for Children You Don't Love. His style could be described as "creepy-cute", sort of a "Tim Burton does Pokemon" kind of thing. It seemed like a good fit for Chimera Isle, but what sealed the deal were his articles on the many real-world misfits of the animal kingdom. An artist and naturalist all in one? He's like a John James Audubon who does cartoons! I sent him an email, he responded, and the result is Chimera Isle as you know it today.

Original art by Jonathan Wojcik – only the strange survive on Chimera Isle!

Kevin Lanzing
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Subscribe sub options Wed Mar 23, 2011 5:31 am
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Chaddyboy
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Huh, the card system reminds me a lot of Quirks. I'd been bouncing some ideas around for a game utilizing that card system, so I'll definitely have to check your game out! The head/body/tail aspect of building creatures was always my favorite part of Quirks, but the game built around it was only so-so.

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  • Edited Wed Mar 23, 2011 6:16 am
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Eric Dion
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A favor to ask (if it's still doable at this point) from a prospective biology teacher: if at all possible, could you distinguish the sort of selection that happens in your game from natural selection in the game's literature?

The key aspect of natural selection is that it occurs without agency (that's the trouble with designing a natural selection game, since you can't have a game without agency), and what's being enacted here is (godly) artificial selection. If folks associate the gameplay with natural selection, they might get a skewed view of it. Perhaps the literature could include a small summary of natural selection, followed by, "but here on Chimera Island..." or something like that?

I know the request is a bit uptight and pedantic, but especially in America there's a depressingly low acceptance of evolution by natural selection, and it can be a difficult concept to wrap our agency-oriented minds around, so any little bit helps, I think.

Thanks.
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  • Posted Wed Mar 23, 2011 7:33 am
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Jonathan Pickles
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wayne523 wrote:
I can't see why people in America don't get it either.


I was wondering that too - perhaps it's the lifelong brainwashing?
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  • Edited Wed Mar 23, 2011 11:58 am
  • Posted Wed Mar 23, 2011 11:37 am
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Giles Pritchard
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Edit: This post and my subsequent posts are in response to a series of posts by a user who has since deleted his comments.



Science (macro and micro evolution in this context) is all about questioning - however, it is also all about evidence supporting answers. Ideas become theories when enough evidence indicates they are accurate - as more evidence is found, the theories may change or be scrapped completely. As it stands, evolution (micro and macro) are regarded as scientific theory because the evidence indicates they are so. If more evidence comes along later suggesting evolution isn't accurate, and is coroborated by other scientists, then 'accepted' science will change and the new theory will debunk the old. Science is always changing - if I may use an analogy (perhaps a poor one) - like a detective finding more clues and altering their view on what happened at the crime scene. A skeptical detective will question, search for evidence and change their views; a closed minded one will have already made up thier mind...


As to your next point - I'm not sure I follow your solopsistic reference?

Cheers,

Giles.
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  • Edited Wed Mar 23, 2011 2:02 pm
  • Posted Wed Mar 23, 2011 12:19 pm
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Daniel Kearns
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wayne523 wrote:
Board games are certainly more complex than any earthworm.


Wait. What?
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  • Posted Wed Mar 23, 2011 12:37 pm
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Giles Pritchard
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Evidence comes from a range of sources, it doesn't have to be directly observed to be compelling evidence. Comparative studies, genetic studies/evidence, fossil records, geological records, island variation etc etc are all forms of evidence that coroborate the theory of evolution - many of them developments and observations made long after the theory was proposed. If any of these forms of evidence contradicted the theory of evolution, it wouldn't be a theory - or would look very different, but they don't.

And yes - there are studies that demonstrate what could be called macro-evolution - the observation of the evolution of lizard populations on islands, observations of fish changing their skin patterns over generations under controlled experiments over the period of many years and so on - not to mention that foundational evidence for micro-evolution - which has been observed in lab experiments.

Cheers,

Giles.
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  • Posted Wed Mar 23, 2011 12:50 pm
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Giles Pritchard
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wayne523 wrote:
Maybe I missed something in all my poor American education, of which I was ONLY taught macro-evolution in high school and college. Talk about brainwashing.


Also - the theory of evolution is the current, evidence supported and scientifically accepted theory. Why would you be taught anything else?

It's hardly brainwashing to teach what is current accepted theory.

Cheers,

Giles.
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  • Posted Wed Mar 23, 2011 12:56 pm
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Daniel Kearns
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wayne523 wrote:
I was being sarcastic Daniel.


Oh good.

How much of your post was sarcasm?

I've reread each of your replies and I can't tell what is sarcasm and what isn't. I also can't understand what point you're trying to make.

Can you briefly and directly state your point?


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  • Posted Wed Mar 23, 2011 1:08 pm
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Giles Pritchard
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wayne523 wrote:
That the earth was flat was also acceptable theory for a long time. Why teach anything else?


That argument is unrelated to what we're talking about and a case of reductio ad absurdum. But to respond despite that: It was taught when it was accepted theory.

It is no longer taught (bar in history lessons), as it is no longer the accepted theory. To teach such an unsupported and discredited idea in a geography class would be the equivalent of teaching 'alternate' theories of evolution in a biology class - negligent and an inaccurate representation of current understandings.

Cheers,

Giles.

(edit: fixed the quote)
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  • Edited Wed Mar 23, 2011 1:09 pm
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This is a good place for a plug:

I recommend: The Structure of Scientific Revolutions by Thomas Kuhn. It takes a while for an old paradigm to die. The weight of evidence works nicely, but to a closed mind - the weight of evidence will always be on that mind's side until every node of their philosophical network is contradicted.

As for me, I'm a firm anti-naturalist. I see no problems with life changing, or life being designed with the potentiality to change, but once it gets to origins, and speculation about the distant past - well, there are more credible options.

My colleague ( http://www.youtube.com/user/TruthIsLife7) debates continually about these issues.
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  • Posted Wed Mar 23, 2011 1:31 pm
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Giles Pritchard
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I'm not sure I'd call 'Expelled' a documentary. It could also be regarded as a piece of propaganda. There were some very interesting responses to this film by people on both sides of the 'divide'.

As a balancing perspective it might be worth having a glance through this site.

Cheers,

Giles.
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  • Posted Wed Mar 23, 2011 1:34 pm
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W. Eric Martin
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I'm calling a halt to further posts not related to board games.
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  • Posted Wed Mar 23, 2011 1:42 pm
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Giles Pritchard
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W Eric Martin wrote:
I'm calling a halt to further posts not related to board games.


No problem Eric.

The game looks interesting. I really like American Megafauna, this looks like fun take on the subject.

Cheers,

Giles.



Edit: If anyone did want to continue the derailed discussion in RSP I'd be interested in following it.
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  • Edited Wed Mar 23, 2011 1:58 pm
  • Posted Wed Mar 23, 2011 1:57 pm
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Sorry everyone, I deleted all my posts as I agree with Eric that this space should be solely in reference to the game (post) at hand and I was abusing/misusing the space. I was responding to the Eric Dion reply post above about Americans being slow to accept natural selection and got carried away. Now the responses to my posts which I deleted are void of context and my light sarcasm and now it makes me look like an idiot. Good grief.
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  • Posted Wed Mar 23, 2011 3:16 pm
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iWannaBeAMongoose wrote:
A favor to ask (if it's still doable at this point) from a prospective biology teacher: if at all possible, could you distinguish the sort of selection that happens in your game from natural selection in the game's literature?

The key aspect of natural selection is that it occurs without agency (that's the trouble with designing a natural selection game, since you can't have a game without agency), and what's being enacted here is (godly) artificial selection. If folks associate the gameplay with natural selection, they might get a skewed view of it. Perhaps the literature could include a small summary of natural selection, followed by, "but here on Chimera Island..." or something like that?

I know the request is a bit uptight and pedantic, but especially in America there's a depressingly low acceptance of evolution by natural selection, and it can be a difficult concept to wrap our agency-oriented minds around, so any little bit helps, I think.

Thanks.


Here here! I second this request. ANY clarity that we can add between real and game-themed macroevolution would be a service. Not to mention, that might make the game easier for me to use in my classroom and strategy group as well.

M13
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  • Posted Wed Mar 23, 2011 5:04 pm
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chaddyboy_2000 wrote:
Huh, the card system reminds me a lot of Quirks.


My thoughts exactly!
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  • Posted Wed Mar 23, 2011 5:32 pm
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I will post a starter conversation about the earlier posts I had in reference to the comment above about "American's low acceptance of natural selection" on RSP. Since I deleted them, there is a HUGE "missing link" in the previous discussions and the argument is totally one-sided, as is the case in most American public schools anyway.
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  • Posted Wed Mar 23, 2011 7:08 pm
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Robert C Branch
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Looking at the photo of Lifeboat, reminds me of Manila. Do they play alike at all?
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  • Posted Wed Mar 23, 2011 8:01 pm
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LordCrom wrote:
Looking at the photo of Lifeboat, reminds me of Manila. Do they play alike at all?


Other than having pieces in boats, no.
Lifeboat is negotiations, cutthroat throwing people overboard.
Manila is "betting" on which ship will come in, etc.
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  • Posted Wed Mar 23, 2011 8:38 pm
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Tom Scutt
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Heh, those prototype drawing really reminded me of my Hippodice 200X entry Zippo - it took a long time to ensure that there were no obscene or offensive name combinations!:
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  • Posted Wed Mar 23, 2011 11:48 pm
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Eric Dion
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I love the Fail. laugh
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  • Posted Thu Mar 24, 2011 3:52 am
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Kevin Lanzing
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Okay, wow, I didn't expect so much controversy to erupt over my thoroughly silly little game.

I want to be totally upfront and clear about this: There is no evolution in this game at all. At least, not the way that term is commonly defined. What I mean is, the creatures of chimera isle are fighting for survival. Some won't make it to the end of the game, because they are poorly suited to the environments they will encounter. These creatures will go extinct and be replaced with new species. They won't evolve wings or claws or whatever, because there is no natural selection process within species, only without. In other words, creatures compete against other species, and not with each other.

It could be argued that the ecosystem as a whole is in a state of evolution, but that's splitting hairs. On the species level, there is no evolution.

As far as Quirks goes, I know of it but haven't played it. It was one of the games that encouraged me to streamline and simplify Chimera Isle. No doubt people will continue to look at the "head, body, tail" Chimeras and assume that Quirks was my primary inspiration, but really Quirks did what many toymakers had done before. I experimented with many other arrangements of cards before settling on that one.

Quote:
A favor to ask (if it's still doable at this point) from a prospective biology teacher: if at all possible, could you distinguish the sort of selection that happens in your game from natural selection in the game's literature?


It's absolutely doable, and I'll look into finding some unobtrusive way to clarify this in the rules. You are correct that the "natural selection" voting mechanic is decidedly unnatural. In reality there are no "capricious nature spirits" guiding the ecosystem (probably?), but it gives the players something to do and the alternative is resorting to some dry, dusty table to resolve disputes. It's much more fun to vote, and then to argue with your friends when they vote "wrong"!

I'm flattered that any educator would consider my game as a teaching tool. Honestly, I never set out to create an educational product, so would urge teachers to read the rules first so they know what they're getting into. The class should also be made aware that this is a game which omits or distorts some details. Come to think of it, the rules to American Megafauna (which I have also not played, shamefully) contains an extensive afterword explaining how that game does and does not model the prevailing theories of evolution, biology, geology, and climate. Aside from the learning curve and time commitment necessary for that game, I would recommend it as a fine example of edutainment.
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  • Posted Thu Mar 24, 2011 10:20 pm
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Eric Dion
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I spent all this geekgold and now I can't think of what to write.
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Ah, interesting; I think I read too quickly and didn't realize the shift from your original concept in theme as well as mechanics. Even if not evolution, it could probably still be used in relating interspecific competition.

It strikes me as the sort of game I might want to have in a classroom as incentive for finishing work early, or for those students who prefer not to have lunch in the cafeteria, with perhaps extra credit offered for a quick write-up of how it differs from real-world processes. Those uses might depend on how vocal the gameplay is, but I'd also like to help with/start up a board games club at whatever school I end up in, and this game seems like it'd be good for that regardless of classroom use. I could see kids getting into it, and it would provide an excuse for me to teach them some bio after school hours.
 
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  • Edited Thu Mar 24, 2011 11:33 pm
  • Posted Thu Mar 24, 2011 11:28 pm
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Steven De Toni
New Zealand

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Steerpike wrote:
Heh, those prototype drawing really reminded me of my Hippodice 200X entry Zippo - it took a long time to ensure that there were no obscene or offensive name combinations!:

That's really interesting, more so that you can join

WH + AIL to get whail but not as we know it
 
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  • Posted Tue Mar 29, 2011 3:06 am
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