SimsGo: A Veil of Ignorance Game (Project with Distinction)

ENG-SCI 22 Design Survivor: Experiential Lessons in Designing for Desirability

Design Prompt: To create a platform where individuals engage with different opinions and backgrounds

Timeline: 1 week

Targeted Approach:

SimsGo is a new take on an old game — Sims — that seeks to immerse users in semi-similar roles in the virtual society they get to define. The goal is to espouse more respect and empathy for people who are from different backgrounds, and to be more aware of one’s self interest in policy making.

“Veil of Ignorance” refers to philosopher John Rawls’ method of making policies with minimal regards to self interest. In his thought experiment, people who are making political decisions do not know the particular traits and status they will enjoy. Thus, people legislate based upon a more egalitarian approach.

User Journey:

  1. The player inputs their definition for the new society before knowing what their role will be. A host of questions will be asked and the player uses the slider to determine where on the spectrum their world lies. Sample questions include: What kind of government? How to tax? Demographic diversity? Socioeconomic diversity?

  2. The player inputs their real life stats. The data surveys gender, age, cultural background, political leanings, and financial status.

  3. The player determines how different they want to be in the SimsGo game. The minimum amount of change is 25%.

  4. SimsGo then assigns a character to the player. The goal is to thrive in the new society that they have created by leveling up.

  5. After some time in the current role, the player can make changes to their world and potentially be assigned a new character. When the user changes the parameters of their world, a new role could be assigned, which means their circumstances will change once again. After iterations, the user will hopefully be more holistic in the decision calculus when planning out their virtual world.

Game Considerations:

  • Target audience: children to young adults. The younger a person, the more impressionable they tend to be.

  • Marketing: app platforms, schools, and vendors such as restaurants popular with younger patrons.

  • Budget: game maintenance and technical support.