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Designing Games Based on Real-Life Systems with Ben Rosset

The Board Game Design Lab

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The Perfect Mechanism for Simulating Time

I was working on a farming game a couple years ago. And I wanted to simulate time, right? Because you don't you don't have a seed and then you water it and it just magically grows right then. It's not harvest moons, not start to valley. So I was like, how do you simulate time is what they building simulates passage of time because okay, you get to draw a sapling card or, you know, small plant cards and like that. Now the game didn't go very much further than there because I ran into some other obstacles that couldn't overcome and I waslike, yeah, let's go do something else. But it at least made sense

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