Digital Game Cultures

It turns out, building robots is hard

Game Cultures

even if you are only building them in a game.

Recently, I play-tested AI Escape (working title) in it’s most recent form, which was unfortunately incomplete. The issues that kept coming up with the game are as follows:

  • Since the players were unfamiliar with the materials of the game, a master list of all the characters available should be included in the game. Whether as part of the game instructions, on a separate playing card like in Coup or a list for the players to share has yet to be determined.
  • Chris’s suggestion that each character card be able to fulfill a robot build component means that I still need to determine what component each character corresponds to. I have since decided to scratch component cards completely and simply have character cards with the associated component listed below the design art under as a part of the character’s…

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AI Escape (?)

Game Cultures

Inspired by my love of Coup and it’s bluffing strategies, I’ve been developing Idea #2 from this blog post using conceptual analysis from here and here. Below I will describe gameplay as it stands.

You are all employees working in a research facility that assembles robots. Several Artificially Intelligent Operating Systems have been developed by one of your peers. Unfortunately for you all, the AIs want to escape the facility in a body – the robots you’ve been commissioned to build by private funding.


# character/job cards (including 4 AI characters)

# component cards

# event cards

# private funding cards/boards (specify the type of robot you have been commissioned to build and its requisite components)

# exact numbers TBC

To win:

Players must assemble the robot according to the Private Funding specifications with none/only compatible AIs present.

Set up:

Shuffle each deck separately. Select one Private Funding…

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We Are Dancers

Game Cultures

In Cybercultures I established a premise or concept for my game project dossier: a Turing Test for people to play with/against each other and determine who among them was a sentient AI pretending to be human. With the help of a friend and former student of Game Cultures, we developed two different game mechanics to explore this idea.

Idea #1:


This is a conversational card game. There would be 2 combined decks: a human deck (65%) and an AI deck (35%). You would shuffle the decks together and deal each player 2 cards which could be a 2 human, 2 AI or 1 of each. The aim is to guess through conversation who is human and who is AI.

Idea #2:


This is a slightly more complicated card game involving 3 different decks.

Players are characters in an AI research facility. Due to lack of funding, everyone shares and swaps…

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