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Directions for the game of life
Directions for the game of life












Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.Any live cell with more than three live neighbours dies, as if by overpopulation.Any live cell with two or three live neighbours lives on to the next generation.Any live cell with fewer than two live neighbours dies, as if by underpopulation.At each step in time, the following transitions occur: Every cell interacts with its eight neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent. I also decided to make it harder for those who choose to start a career earlier on to make as much money as those who choose to go to college, because in the first iteration, players had a 50/50 chance to “get lucky,” which I simply don’t think is realistic.The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead (or populated and unpopulated, respectively). I did, however, make some smaller changes, such as deciding to use actual change and use its actual value as opposed to using an abstracted form of currency or using real change but changing its value. Other than this, I did not make any major changes to the structure of the game. This was one of the biggest changes I made between the paper prototype and the final version. Also, it was only after the first playtest of the game that I decided that the game should include separate anxiety cards that the player must consciously decide to take instead of simply having action cards that lowered anxiety mixed in with the rest of the action cards, which took no thought and was simply a matter of luck. I only had a paper prototype and no action cards, so everything was written on the board. Even though competition is highly irrelevant to winning the game, there is still a sense of competition when playing with others, which is meant to represent how we as human beings are constantly comparing ourselves to the people around us even though they have no bearing on our lives or on our success.įor the first iteration of this game, I did not have the board or any of the pieces yet. Players can choose to take care of their mental health or “overwork” themselves to make more money than their competitors or try to be happier than their competitors. I wanted player choice to be very important to the game. This is meant to encourage the concept of taking care of yourself. Players can choose at any point to skip a turn (meant to represent taking a day off of work and stepping away from stressful responsibilities) and take an anxiety card instead, which relieves anxiety and will lower the player’s anxiety level. Firstly, players must pay 1¢/anxiety point per paycheck to pay for therapy and anti-anxiety medication. The anxiety stat works to reflect actual anxiety in a number of ways. Winning the game is very possible, but it is definitely not easy. In my game, players split 40 points between happiness and money ($1 = 10 points, 1 happiness = 1 point) but must also keep their anxiety level below 5 points in order to win the game. Players can distribute these 60 points however they choose.

directions for the game of life

In Careers, players create their own win conditions by deciding how much happiness, money, and fame (out of a total of 60) they need to win.

directions for the game of life

I also appropriated some of the basic rules of the game Careers. Instead of using cars as player pieces, I used the small pegs that go in the cars as the player pieces and painted them to be the primary colors as a social criticism on the concept of gender. Players keep their coins in pill bottles to further enforce this stress. The game uses actual pocket change as currency as opposed to fake in-game money in order to reflect the stress of a tight-budget and to make the experience feel more realistic. The game is based on the life of a game designer, as I wanted to make the game semi-autobiographical and something that I personally found relatable. Using all of the game’s preexisting pieces and its board and modifying them as little as possible, I created a game that more accurately reflects the experience of going to college, beginning a career, and trying to maintain a healthy balance of happiness and income while making an effort to keep anxiety levels as low as possible. Artwork #2 (Appropriation): The Game of Real Lifeįor this project, I appropriated The Game of Life.














Directions for the game of life