Designer's Notes | |
In the 1990s, something very unique was happening in the world. Around a small | |
neighborhood in Wisconsin, children were simulating countries and economies. | |
Governments and businesses were established, kids were drawing currencies by hand, or | |
printing them with old computers using rudimentary software. Both inflation and | |
deflation occurred, including several instances of hyperinflation. Kids as young as 5 years | |
old were engaging in diplomacy and making business deals. The game was called City, | |
but the lines between reality and fantasy were often blurred. Physical battles were fought, | |
items and services were traded for play money, and social relationships were often | |
manipulated to improve one's standing in the game. Elections, rebellions, treaties, | business contracts, military conquest, taxes, government regulations, theft, investigations, |
court, and more. It all happened in the game. It was a complicated phenomenon that never | |
happened anywhere else on the planet. | |
Kids, of course, can't fully understand every aspect of the game. Even most adults can't. | |
When I started designing the game at age 9, I only partially understood what I was | |
creating. As the years went on, more mechanics were added to the game, and rules were | |
updated as I learned about the world. Despite these complexities, young children can | |
understand some elements of the game that might surprise adults. Generally, I recommend | |
that kids can start playing at 5, though there have been several 4-year-olds that have | |
played. But kids often start getting very creative with the game around the ages of 11 and | |
12. And I have noticed that teenagers often come up with ideas that adults don't. Each age | |
group, as well as different personality types, adds their own interesting dynamics to the | |
game. Kids can both learn and contribute naturally in ways that fit their personalities as | |
they gain experience. MicroCiv is also more than complicated enough that adults can play | |
it among themselves, far surpassing the complexity of most other games. | |
With the new version of MicroCiv, I wanted to capture the essence of the original City era | as much as possible. Obviously, things have changed since then, and some things can't be |
reproduced in their pure form for various reasons. But it has also been improved in other | |
ways and is now more safe and structured than it was before. | |
DEVELOPMENT | |
1988 | |
~early concepts of the game were manifested, such as private properties and custom | |
currencies | |
1989 | |
~the first rules were established for the game City | |
2011 | |
~concepts for a classroom variant are started | |
2023 | |
~contemporary version created | |
~classroom variant created | |
~web application for gamemasters and school staff developed by Adnecto Technologies | |