Resourcer
Resourcer will begin the game without explaining long term directions but rather point out possibilities organically. Each game is played with 10 players online and will have four rounds of play called "generations". Each round will last five minutes.
Characters will appear in the game at generation 1 with in a maze. Each character will start at a house zone where their money will be stored. At the start of generation 1, there will be a list of entirely randomized traits where every character will receive 4. The traits are as follows:
1) Color
- Blue - Your character makes the standard amount of money.
- Purple - Your character makes 5% less cash within the maze.
- Green - Your character makes 10% less cash within the maze.
- Healthy - Your character moves around the board at normal rate.
- Injured - Your character moves 25% slower.
- Renter - Your character starts out not owning their home zone.
- Owner - Your character starts out owning their home zone.
- Nest egg - Your character starts with 50,000 bills.
- Broke - Your character starts with 0 bills.
- Debt - Your character starts with owing the bank 10,000 bills.
While you're running around the maze, you can propose resolutions to alter the market. For example, you can give cash additions to certain colors or health levels. You can pass universal healthcare, which costs all players, but players no longer pay individually. You can pass restrictions on property ownership. And of course, you can pass different taxation schemes, some that will favor higher earners and other that favor lower earners.
At the end of five minutes, a new generation will start. Some characteristics will randomize again, but the amount of money made during the last generation will carry over to the current one. The game ends after four generations.
After the game ends, it will present two methods of winning.
- Rank players by earnings where the player that has the most money at the end wins.
- A cooperative winning where the average player will have to have at least 100,000 bills in assets at the end. Either all players win or all players lose.
35% of your value was generated due to your maze abilities.
24% of your value was generated due to your health and color status.
21% of your value was generated due to favorable taxation policies.
20% of your value was generated due to luck (no unfortunate events like injuries throughout the game).
Would you like to play again?
This game works by using some impulses in games that can be detrimental in society (hoarding, winning at the cost of others) and pit them against one of the better impulses (desire for fair play, constant rules, and understandable format). By having two different aspects of winning, it questions what winning means in this sense. Amassing all money? Out-competing others? Working cooperatively within a system to get everyone to win by the end? In the end, who is the enemy: your fellow player or the system itself? What type of winning condition also depends on your starting traits. Starting with debt, lower earnings, and injuries will make out ranking other players seem less and less feasible (though still possible). These challenge our sense of fairness as we expect that a game (and life) is inherently fair. Of course, players can pass resolutions to make the game more fair, but they don't have to. This draws attention to fairness as something that is not innate in the system and that has to be created. Some players won't care either way, but the desire for fairness is pretty deep in gaming with other players.
The final screen also allows us to see how much of a player's success is owed to them and how much was due to circumstances beyond their control or the environment they're in. The purpose is to break through the sense we all have that our successes are our own and our failures are others. By giving hypotheticals, players can see that their massive win by buying up all other players' houses was only possible because of the starting cash or because of other players traits with inhibited their income generation. It draws attention to how choice is a factor in success but often not even the dominant factor.
The game is played over several generations to show that even "new starts" aren't really that new and that previous resources still carry over.