The European megagames had very loose rulesets that relied more heavily on the expertise and roleplaying of its players. High school students have far less experience with role-playing games, less expertise about institutions, less consideration for the emergent consequences of moral dilemmas, and less knowledge of history. With this in mind we decided to make the core of the game rely on trade mechanics similar to Settlers of Catan. By introducing five different in-game currencies and requiring rigid capital costs for arms development we would create interdependence between the different nation-teams. Each team had a surplus in one currency and a deficiency in another so nation-teams would have to negotiate and collaborate in order to acquire the capability to go to war. This is why we named our game, “ALLIANCE.”
To create tension in the game we also created simple straight forward opposing agendas for each nation-team. Each nation-team was named with a simple pseudonym that referenced their nation’s role in the game, giving them an ideal to aspire to. Russia was known as “Strong Nation,” and America as, “Rich Nation,” and each was given three objectives, one of which being the simple goal of using the game’s mechanisms to live up to their reputation. Strong Nation was explicitly told to invade at least one nation, and Rich Nation was told to finish the game with the most capital.
The mechanics facilitated the role-play. A huge war room map that took up two lunch tables had a simplified hexagonal map of the world on which any nation like Strong Nation could move military markers to the border of any nation it threatened to invade. Then players from those teams would inevitably negotiate, trade national assets as represented by five different colored poker chips, and form alliances to appease their invaders or convince Strong Nation to fulfill their objective against a different team. Rich Nation wanted to both police the world and help solve problems, but without bankrupting their surplus of green poker chips.
Before becoming an educator I worked professionally as an animator, illustrator, web designer, and graphic designer at various studios. So our game had substantially higher production value than all of the megagames on the market which featured only home-grown graphics. Our photos and videos also showed that the game was well tested among young players and female players, both of which were typically under-represented in the wargaming community. Fellow educators interested in game-based learning asked if they could run the game as well. So I published the game along with instructions on how to host megagame events on my blog www.BestClassEver.org.
I began incorporating David Kelly and IDEO's version of Design Thinking from my very first year teaching high school classes. In more recent years I began implementing the methodologies from the popular book, the Lean Startup, and the Agile production process. This helped us to think more like entrepreneurs and prioritize effective tasks. The students like it because it gives them insight into how the creative entrepreneurs of the tech industry approach problem solving. I like it because it offloads the responsibility of staying on task onto capable student leaders and frees me to focus on the vision instead of day to day micro management.
Designing and testing megagame mechanics takes a lot of time, and simultaneously preparing a large event put huge additional timeline pressures on our team. Production methodologies and finding which work to prioritize became critical to creating a successful experience for the attendees.
I also rebuilt the website www.BestClassEver.org changing it from the Wix platform to hosting a Wordpress site on my own server to improve the SEO and test some Google ads. I also produced a weekly educational podcast for a year as well to bring value to the website. Unfortunately the project has yet to find product-to-market-fit.