In this past week’s meeting at City Life, fragmented ideas snowballed into one cohesive game plan. We solidified three games — cornhole, disc drop and knockdown the 1% — and attached data points to them. We are still developing a few more to playtest to make sure the ones we end up choosing each tell part of the overall story we are trying to convey and are engaging to a broader audience. We also decided that we would no longer build a video game, but create an interactive prezi presentation that tells the overall story of the housing crisis and will be part of our toolkit. We further decided that we would actually have the carnival at the end of the semester at City Life. We believe that if our end product is a toolkit, it is imperative that we document the success of our own carnival to gain buy-in and legitimacy for what we hope others will create. We plan to hire a videographer to film the event and include the video in our toolkit to demonstrate what a successful carnival could look like.
Lastly, we decided that the narrative of the carnival would be, ‘CHANGE THE GAME.’ Participants will first enter a space that tells the story of our current rigged housing market — where there are few winners and many losers. This space will reflect what an actual carnival is like. After participants play all of the games in the dark carnival space, they will enter a space that provides a vision of what a fair housing system could look like. Participants will get the chance to learn about more radical initiatives taking place, as well as what more moderate initiatives could look like, and think through how those solutions (and new ones they come up with!) could be implemented to CHANGE THE GAME. We are still figuring out how best to convey this — is it through solutions games or focus groups or theatre, or a combination of all three?
On Saturday, we were able to get 50 minutes in CL/VU’s leadership meeting to have members playtest the two games Dave (a carpenter and member) created to get feedback on what worked and didn’t work. It was really helpful to do this because, as we learned, ‘Knockdown the 1%’ did not work as we had hoped — it was too complicated and the message wasn’t very clear. So, back to the drawing board! However, cornhole was a success — players and observers really took to the game and gave us great feedback on how to make it even better. We are continuing to develop new games, so, hopefully, we will be able to playtest the new games that we create soon!