It's no secret that a lot of kids nowadays get a phone before they get a book. Also, many people spend hours commuting in connect-3 types of game. So I was thinking - what could be a simple, yet educational casual game? Something that teaches permaculture and maybe encourages the player to pick up a book some day. Or even just teaches them that not all games are zero-sum and energy flow is more lucrative than energy stagnation.
Would anybody suggest any very simple permaculture principles that could enforce themselves and provide player feedback despite being simplified no end?
I have some ideas, but am afraid to limit and bias brainstorming.
"Oh for a book and a shady nook..." Dancer, reader, learner, Scanner, de-desertificator. Current reading: a book about Wales.
Clicker games are pretty simple to write and are all about the concept of creating abundance by manually making a metaphorical snowball and then rolling it down a hill and letting it build on its own from there with minimal interference afterwards. I think the theme of setting up a permaculture system would work well for one of these games. You can find a whole bunch of these types of games here to get an idea of what they're about. I'm not a big fan of them but I know people who are, and I'm not a big fan of most phone games in general. I imagine one of the resources that you'd be managing would be compost/rich soil. E.g. you could spend a little rich soil to plant something in a pot, which then generates produce (could be abstracted as money?) and more rich soil from the nonedible parts. If you saved up more you could do a larger project like a small garden bed or a hugelkultur mound.
I think that those connect-3 games are the opposite of what you'd want for a permaculture game.
I think TETRIS is a better model, as, with the example of companion planting, we're looking at combining a number of different pieces that serve different functions, that can be assembled in a number of correct ways to clear a level.
This is an interesting thought.
A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.
-Robert A. Heinlein
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