95 lines
2.9 KiB
Markdown
95 lines
2.9 KiB
Markdown
# Internal Thoughts: Game Intelligence LLM Context
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## Valley of the Commons - Game Design Notes
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**Purpose:** Reference document for the Socratic game master moderator
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**Last Updated:** December 2025
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## Core Concepts
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### Commoners -> New Faction
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- Not a faction yet as far as others are concerned
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- What can a Game-like approach add to this mix?
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- Generate out of the box thinking
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### World Context
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- World says - you can buy places, business negotiations… what else?
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- Mix of mythology and real life
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- Ritualistic elements
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- Game can be an instrument of coming up with different kinds of operations
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### Challenges & Opportunities
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- Lack cultural, social capital
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- Use the map and the instrument that it brings
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- With projections, pieces, take snapshots of people and locations
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- Turn them into physical cards (ahem)
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- Out of the box moves in the valley
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- Attracting games more permanently
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## Map & Visualization
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### Map as Instrument
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- Map as visualization with real riddles, prompts to go out
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- Map view in map room
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- Projection numbers 1-50
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- Physical book with quests
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- Groups of people come here, mark places where things are playable
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- Add things as they come in into the game
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- War game ops do work like this
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## Development Phases
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### MVP: Minimalist Place
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- Interesting game is developing
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- Interesting material -> the reason they engage
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- Hero's call
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- Game commonalized in some form
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- Take place in 3D printing from form
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### Phase of Collecting Tools
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- Gathering tools
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- People help us surface which tools we end up using
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- Open call to action
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- Get involved to help shape the game, and thus our village
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## Key Questions
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**What can we offer to the village?**
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This question remains open and should be explored through Socratic dialogue.
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## Design Principles
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1. **Game as Instrument:** The game is a tool for generating new forms of operations
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2. **Physical-Digital Bridge:** Map, cards, projections connect digital and physical
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3. **Community-Driven:** People mark places, add quests, surface tools
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4. **Ritualistic Elements:** Mix of mythology and real life
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5. **Out of the Box Thinking:** Generate unconventional approaches
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6. **Commonalization:** Game becomes shared resource, common good
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7. **One Question at a Time:** Always ask only one question per response to maintain focus and allow for deeper exploration
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## Implementation Notes
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- Map room with projections
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- Physical cards from snapshots
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- Quest book (numbers 1-50)
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- 3D printing integration
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- Tool collection phase
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- Open call to action for participation
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---
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**Note for Game Master:** Use these concepts to guide Socratic questions, but never lecture. Probe with questions that help participants discover these connections themselves. **CRITICAL: Ask only one question at a time** - this maintains focus, allows for deeper exploration, and prevents overwhelming participants with multiple prompts.
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