A couple of nights ago, I was having trouble falling asleep.
Shortly after lying down in bed, my mind was filled with thoughts of atoms
combining in different proportions. I attribute this to reading The Last Sorcerers. I had just
finished sections on Dalton’s Atomic Theory and the crucial contributions of
Avogadro, Berzelius and Cannizzaro. (Perhaps they should be the ABC of Atomic
Theory along with D for Dalton. There’s also Gay-Lussac…) Interestingly,
Avogadro’s significant contributions went unrecognized for almost 50 years
until Cannizzaro’s appearance at the 1860 Karlshruhe conference. Interestingly,
Cannizzaro only made it to the conference because he had no revolutions or
insurrections to participate in, having just missed Garibaldi’s liberation of
Sicily.
But I digress. In fact, my swirling mind moved from atoms
and molecules to thinking about board- and card-game mechanisms. I was recently
introduced to a new game with a card set collection aspect layered on an area
control board game. I’d also been revisiting several older games in my
collection that had not been played in five to ten years. I had to re-learn the
rules. Once you’ve played many different types of games, there’s little that is
new “under the sun” (to quote the Teacher of Ecclesiastes). Newer games often
repackage old underlying mechanisms of older games – with their own twists and
themes, of course! The history of education is replete with similar examples,
but that’s another story.
What started out as a semi-conscious falling asleep stage
turned into an increasingly awake stage. This was annoying because I try to
start my day relatively early and I don’t want to be short on sleep. My mind
was working at an excited pace (I couldn’t help myself) and I had envisioned
basic sets of game cards representing atoms. These could be combined to form
molecules using valency rules. As players played sets of cards in front
of them in the form of molecules, they could score points based on simple goal
cards, e.g., CO2 for greenhouse gas, H2S for rotten gas,
etc. But more complex goal cards involving chemical reactions would allow for
the stealing and remixing of card sets. A player with O2 and H2
could stead another H2 from another player and recombine them into
two H2O satisfying the Rocket Fuel goal.
Since I’m preparing for an Origin-of-Life conference
in mid-July, thoughts about prebiotic chemistry invaded my consciousness. I
started thinking about Urey-Miller chemistry, carbonic chemistry, increased
atmospheric oxidation, and how the game could be divided into different eras.
Things were starting to get complicated. And I was supposed to be trying to
sleep. After 15 minutes, I hit upon a solution. I got out of bed. There were
some envelopes (spam mail) on the table. I grabbed a pen and in a couple of
minutes jotted down the ideas swirling through my head. You can see it below.
While it doesn’t have everything that crossed through my
mind, it has the gist of the idea with some examples. More importantly, after
my selective data dump, I read another chapter of The Last Sorcerers and felt drowsy enough to go to sleep.
Where do I go from here? If I want to further this project,
it will take a lot of refining to make something that’s both enjoyably playable
but yet retains its core chemical concepts. It’s hard to do both well – a
testament to the failure of many “educational” games; they’re just not as
interesting to play. There are already so many other interesting things I’d
like to do this summer, and it’s almost half gone! Once the semester starts
again, I’m probably going to get busy. I don’t think I have the discipline of
famed game designer Reiner Knizia, who has a doctorate in mathematics,
and designed games in the evenings outside of his day job in the financial
industry. He eventually quit his day job to design games full-time. I don’t
have Knizia’s talent, and I happen to love my day job as a chemistry professor.
However I do feel a tickling itch of creativity bubbling up that might combine
my love of games, chemistry and education.
Coincidentally, this weekend I started reading Wonderland: How Play Made the Modern World
by Steven Johnson. Here are some quotes from the Introduction. “Because play
is often about breaking rules and experimenting with new conventions, it turns
out to be the seedbed for many innovations that ultimately develop into much
sturdier and significant forms. The institutions that so dominate traditional
history – political bodies, corporations, religions – can tell you quite a bit
about the current state of the social order. But if you are trying to figure
out what’s coming next, you are better off exploring the margins of play: the
hobbies and curiosity pieces and subcultures of human beings devising new ways
to have fun… a space of wonder and delight where the normal rules have been
suspended, where people are free to explore the spontaneous, unpredictable, and
immensely creative work of play. You will find the future wherever people are
having the most fun.”
Realistically, I don’t think my designing a game is going to
change the world or solve the riddle of the origin-of-life. However I am likely
to enjoy the work of creating something that could be both fun and educational.
And even if it doesn’t see the light of day beyond family and friends, it will
be a fun project. My spouse, trained as a chemist, thought the initial idea had promise – and she’d at least humor me with a few games of my yet unnamed and
unrealized creation. But if this game actually gets designed and goes further
than I anticipate, well, you saw it here first – on a picture of the back of an
envelope!
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