The Design Components of
Brian M. Slator
(vers. 1, Dec. 28, 1998)
The Blackwood Project is simulating a mythical 19th Century
Western town. Participants who join the simulation will accept
or be assigned a role in the simulation that will be primarily
economic in nature. Every player will be in charge of running a
business, much like the NDSU Dollar Bay retailing game.
However, in Blackwood, gameplay will be influenced by historical
events and players will be assigned roles designed to promote
more collaboration and interaction than the Dollar Bay game.
Players will assume roles in the simulation, such as blacksmith,
but will not be expected to learn blacksmithing. Employee
software agents actually do the day-to-day chores. The players
are "only" expected to manage the retailing and business
elements of the game.
Time Frame
The simulation begins in the Spring of 1880 with the
population of Blackwood at 2500. The game will last for six
virtual years (312 virtual weeks), until the Great Flood
destroys the town in the Spring of 1886.
Given these figures, the back-of-the-envelope calculation
converting virtual time to human time is: each virtual week
will last about 8 clock hours, there will be three virtual weeks
played out per human day, and therefore the entire simulation
(1880-1886) will take approximately three months.
The Impact of History
One major challenge for this project is to find ways to make
American (and World) History meaningful to the players of the
game. In the inherently hands-on world of retailing, a
learn-by-doing approach is natural and plausible. Players will
learn about Microeconomics and related topics by actually
running a store.
However, there is no obvious way for players to "do"
history, beyond whatever means can be achieved to have them
"experience the effects" of history, first-hand. At this stage
in the design of the Blackwood Project, the following are the
mechanisms in mind:
- Newspapers: The simulation will track events in the
1880-1886 time frame. As events happen in the nation and around
the world, they will be reported in "Special Editions".
- Economic Trends: The simulation will reflect the impact of
western expansion, the advance of the railroads, and the
discovery of silver deposits, in terms of fluctuations in
population. This will have immediate and discernible effects on
player's businesses as demand (and prices) rise and fall.
- Weather records could be researched in order to be more
authentic about farm yields.
- Atmosphere Agents: The simulation will attempt to support a
range of software agents to lend "color" - many of these ideas
are outlined in the
Preliminary Research Plan.
- Other ideas are welcome.
Software Agents
The Blackwood environment will be populated by software
agents of the following types:
Player Roles
Players will be able to choose among a limited set of roles,
although all player roles will be from the Merchant Class. The
system will arrange that plausible ratios are preserved so we
don't get 100 blacksmiths and no tailors. This could be done by
offering new players a controlled set of choices. In any case,
there should be a small set of software agents operating in each
of these roles so that the simulation can proceed in the absence
of any human players. The
preliminary list of player roles will be:
- blacksmith:
- produces: horseshoes, nails, wheel rims and metal
strapping
- sells: sells wheel rims to wheelwrights, sells strapping to
cartwrights, sells nails to dry goods stores, in addition to
customer agent sales
- buys: buys metal supplies and raw materials from catalogs,
buys groceries and household good from local merchants
- cartwright
- produces: wagons
- sells: wagons to teamsters, travelers, railroad, everyone
- buys: machined metal parts from catalogs, buys wheels from
wheelwrights, buys metal strapping from blacksmiths, buys groceries
and household good from local merchants
- wheelwright
- produces: wagon wheels
- sells: wagon wheels to cartwrights
- buys: machined metal parts from catalogs, buys metal rims
from blacksmiths, buys wood materials from lumbermen,
buys groceries and household good from local merchants
- dry goods store operator
- produces: supplies (i.e. a week's worth of food and essentials)
- sells: sells supplies, cloth, tools, and sundries, to
travelers and townsfolk, sells clothing to travelers and townsfolk
- buys: bulk salt, coffee, flour, sugar, saltpork from
catalogs, buys cloth and tools from catalogs, buys nails from
blacksmith, buys garments from tailors,
buys groceries and household good from local merchants
- tailor
- produces: garments
- sells: garments to travelers and townsfolk, sells
garments to dry goods stores
- buys: cloth from catalogs, buys cloth from dry goods
stores, buys groceries and household good from local merchants
- wood lot operator
- produces: firewood and charcoal
- sells: firewood to townsfolk, charcoal to blacksmiths
- buys: wood from lumbermen, buys groceries and household
goods from local merchants
- perhaps several more
Players will be required to procure food and fuel in order to
run their households and keep their employee warm and fed. This
is expressly intended to promote player interaction. We are very
interested to see whether collaborations arise from this.
Locations
- neighborhoods are defined in terms of cluster groups
and their population. These population values will change over
time to simulate the various ebbs and flows of the demographic
landscape. The preliminary list of neighborhoods (see the map of
The Town of Blackwood)
will be (better names must be chosen for some of these):
- the Town Square neighborhood, the Old Business District,
the Middle/Working Class neighborhood, the New Business
District, the Wagon Train Staging Area, the Riverside
neighborhood, the North Shanty Town, South Shanty Town, the
Government/Financial District, the Wealthy neighborhood.
- In addition, the following outlying areas will be
treated like neighborhoods
- the Lumber Town, the Western Outpost, the Fort Wood Trading Post,
- stores are where business is transacted. Each store
will be built on the same model (front room, back room,
basement, and upstairs living quarters, backyard, outhouse):
- a front room where customers visit and transactions are
accomplished. Each has an exit to the street, and an exit to the
back room
- a back room for storage and/or production of goods. Each has
an exit down to a basement and an exit to living quarters,
either up above the store or back behind the back room
- the basement is where firewood is stored, although it could
have other uses
- the living quarters should have at least two rooms: a
living/cooking/dining area and a sleeping area. Note that every
store must somehow make accommodations for a live-in store
employee who works for wages plus room, and board.
- public places include the town square, the
government/financial district, and all the road (MOO exits)
built into the simulation. North/South roads are "Streets";
East/West roads are "Avenues"; and diagonal roads are either
"Boulevards" or "Roads". The roads leading to outlying areas
should be descriptively named "roads"; i.e. "Silver Mine Road"
and "Fort Wood Road".
- wide open spaces include the ranchland, farmland,
hills country, and forestland. There will be opportunity to
build small outposts of business at the crossroads in these
areas. For example, the Western Outpost and the Lumber Town,
will be magnets for local Customer Agents, and other such
locations might spontaneously spring up from time to time.
- the netherworld: in the middle of the Town Square is
a Park, in the middle of the Park is a Wishing Well. The Wishing
Well is an exit to the Programmer's Netherworld which will be a
broad expanse of tunnels and sewers connecting the individual
homes of the the Blackwood software developers. The Netherworld
will be closed except to programmers. Programmers are encouraged
to make their personal spaces as homey and comfortable as they wish.
- other locations will be considered and discussed. For example,
although not central to the operations of this game, some very
interesting projects would include the authentic simulation of:
a small farm, a so-called Bonanza farm, a silver mine, a
sawmill, a grain mill, and so forth.
Products
Products will also be defined on the Dollar Bay model. The
definition of products, in some sense, is what drives the
economic simulation. Products are defined in terms of cluster
groups, and the demand value they have for those cluster
groups. The preliminary collection of products types are:
- groceries and household goods,
- lumber, firewood and charcoal,
- cloth and garments,
- tools,
- supplies (salt, coffee, flour, sugar, saltpork),
- wagons and wagon wheels,
- horseshoes, nails, wheel rims, and metal strapping
Suppliers
In the Dollar Bay model, wholesale suppliers are listed in a
business index and players acquire new products to sell by
simply filling out an order form. The products arrive instantly
and the player simply sets a price when they magically
materialize in the store.
In Blackwood, wholesale suppliers will be conceptually "back
east", and players will order goods through a catalog
interface. An important part of the ordering decision will be
shipment method, which will be one of these three types:
- by wagon: the slow and cheap method, deliveries will
take 6 (virtual) weeks, or approximately 2 full human days.
- by riverboat: the somewhat faster and more expensive
method, deliveries will take 3 (virtual) weeks, or 1 full human day.
- by train: (after the Fall of 1881) the fast and
expensive method, deliveries will take 1 virtual week
(approximately 8 human hours).
Good will be delivered by Teamsters who either haul them in from
"back east" or pick them up at the riverside landing (or the
railroad depot after 1881), and distribute them around town.
The other source of supplies will be other players in the
game who will sell goods to each other.
Advertising
Advertising will be defined on the Dollar Bay model, but will
take only two forms: newspapers and
handbills. A town like Blackwood might support several
newspapers, but each would tend to be small. Handbill
advertising would be available, but also from the
newspapers, who would likely have the only printing presses in
town. Periodically, newspapers will publish "Special Editions"
to broadcast important historical events.
Every MOO has an arch-wizard and (usually) a small
collection of assistant wizards to do system level
administration. In Blackwood, the arch-wizard will go by the
name "Marshall Matt Dillon", and the other wizards will be asked
to choose their name from the list:
- Chester, Festus (the "authentic" deputies), or Gabby,
Rowdie, Bullfrog, Wishbone, Hoss, Little Joe, or Sundance
Last modified: 2Jan99
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slator@badlands.nodak.edu