Chapters

* Title * Contents * Introduction * Place * System * Design * Using * Future * Bibliography

Sections

* Using * Composite_Story * Behavior * Supply_and_Demand * Trade * Central * Externalities * Chicken * Monopolies * Geography * Money



A Composite Picture of a Game

What happened during MarketPlace games? The following paints a composite picture of what went on in the games of the pilot study. The pilot study games were conducted in an electronic classroom at MIT. Earlier tests had shown that it was very important to have all the participants in the same room, especially during the critical introductory phase. Students could then jump directly into using the system, calling upon me or another player when they didn't understand something.

The interface to most of the system was easily grasped and used. During the practice game, students were quickly able to use the Map window buttons to build factories, the various status displays to see how their status compared to that of their fellow players, and the Message window to send messages. They would experiment with building various arrangements of factories--looking at the graphs in the Production Report window to see how each performed. Most students would quickly come to the conclusion that a clustered set of similar factories was the highest performing arrangement. However, that arrangement left them in the uncomfortable position of being completely dependent upon their suppliers for production inputs.

Some players had a difficult time buying and selling their commodities through the auction window. Auctions in MarketPlace are timed, and many students felt pressured by the speed of the auctions when they first started playing. Some students therefore decided to try to be at least somewhat self-sufficient, producing two or even three commodities.

We then started the "real" game. The first few turns were dominated by considerations of factory siting and configuration. Students jockeyed for position, generally trying to cluster their factories while avoiding collisions with other players. When two students claimed the same square, one of them (often the second player) would usually back off. Once, however, the number of empty squares dwindled, collisions became more frequent. Rather than make the usual four claims on four different plots, players sometimes used multiple moves to claim one particularly valuable contested square (increasing their chance of winning it.)

As the map filled up, players paid more attention to trying to produce the most valuable commodities. Players who specialized in a given commodity, of course, dominated production of it. They produced large surpluses of their commodity and often managed to sell it for more than they were paying for their production inputs. Given the cyclic nature of MarketPlace commodity production (to make one food you need two energy and one machinery, and so on), however, shortages in one commodity could spread to another.

With the inexperienced players of the pilot study, these shortages tended to spiral out of control. As players shifted production in pursuit of rare commodities their production fell since they could generally only shift half their factories per turn (and they sometimes miscalculated the inputs the new configuration would require.) The initial supply of commodities helped the colony make it through the first couple of turns, but by turn four things were usually falling apart. (These inexperienced players were often fixated on their relative scores, however, and often didn't notice that the colony as a whole was in trouble.)

The arrival of turn four in MarketPlace marks the arrival of polluting factories. Configuring your factories to pollute drops their input requirements by one third (you can produce food with just one energy and machinery unit) at the cost of damaging randomly selected plots. With the colony short of inputs, one or more players would usually reconfigure their factories to pollute. While they might experience an increase in production as a result, the increase was never enough to pull the colony back from the brink. As the session time scheduled for playing the game elapsed (or a client Mac crashed), it was obvious to everyone that the colony was in trouble. It was then time to discuss what had occurred.




Greg Kimberly/gregkimb@gak.com