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#88: Scarce City (Game Reflections)

Writer's picture: Wen Xin NgWen Xin Ng

Had the opportunity to experience Scarce City with the Geography Subject Chapter folks. The session was a rather thought-provoking one, prompting reflection on the delicate balance between growth and ecological preservation.

 

Gameplay Observations


Scarce City’s gameplay was deceptively simple: catch as many light orbs as possible to create the "brightest, bluest world." Our group of 20 was split into four smaller groups and led to separate rooms, where we started the mission of catching the light orbs. At first, catching the orbs within our smaller groups seemed effective—our rooms filled with blue light, and we felt a sense of progress and accomplishment. However, as we continued, the once-blue light gradually transformed into red, and we began to question what we were doing wrong.


When the shutters opened, revealing all four rooms, we realised that every room was bathed in red. A collective panic/frustration set in, as everyone wanted to escape the red. However, each group had a different idea of what was “good” and how to turn the light blue again. As a result, some players stopped catching orbs entirely, hoping that that would reverse the damage, while others doubled down, believing that catching more orbs will fix the situation. The resulting chaos and misalignment highlighted a critical tension: without shared understanding or collaboration, even well-intentioned efforts can spiral into unintended consequences.

 

Graph Analysis


Each graph represents a different cave, corresponding to the smaller player groups.

  1. Score: The vertical axis on the left shows the score, with positive values representing a "better" outcome (i.e. blue light) and negative values indicating a "worse" outcome (i.e. red light).

  2. Catch Percentage: The vertical axis on the right shows the percentage of orbs caught during the gameplay.

  3. Time (Seconds): The horizontal axis shows the gameplay timeline, segmented into different phases.

Key Observations

Reflection

Initial Success:

  • At the start, the scores increased as players caught the orbs (blue line trending upward).

  • The catch percentages were high during this phase, as players were actively engaging with the orbs.

In the early stages of the game, catching orbs was productive, and groups appeared to be on track to achieve the game’s objective (i.e. creating blue light).

Turning Point:

  • Around the 300-second mark, the blue line peaked in all caves. This represents the highest score achieved when catching was productive.

  • After this point, continued catching leads to a decrease in score (the line turns red and slopes downward).

This reflects the transition from beneficial accumulation to overconsumption. A lack of awareness about the tipping point caused individual actions to become unsustainable, leading to a collective red outcome.

Shutters Open:

  • At around 500 seconds, the game dynamics changed, likely when the shutters opened, and all four caves were visible to everyone.

  • The score plateaued or continued to decline (red zone).

By the end, all caves had turned red, symbolising the collective consequences of individual and group decisions.

Differences in Behaviour:

  • Not all caves performed the same during the red-light phase:

    • Some groups stopped catching orbs, though that did not significantly improve their score.

    • Others continued catching, further accelerating the decline in scores.

Communication / Collaboration Breakdown: Once the shutters opened, groups struggled to coordinate effectively. Different strategies (e.g. stopping vs. continuing to catch orbs) emerged, highlighting a lack of consensus on how to reverse the damage.

This graph visually reinforces the idea that overconsumption is unsustainable and will eventually lead to negative outcomes, and collective coordination is crucial to reversing the damage. The shifting emotions—from uncertainty to determination, and eventual introspection—paralleled the challenges of real-world decision-making around resource use and sustainability.

 

Artist’s Intent


Rainshadow Studios explores how theatrical gameplay can facilitate shifts in perceptions and worldviews. Many traditional games are competitive, with the goal of winning by gathering the most, a reflection of dominant economic theories. With Scarce City, the studio sought to create a different kind of game, one founded on an alternative theory. Players begin the game with a single prompt and one possible action: to catch light orbs, with the aim of creating the "bluest world" possible. Most players assume that catching the most light will lead to success and often overlook environmental cues. However, as the game progresses, they will discover that the more light they catch, the redder the world becomes. At this point, accumulation—catching more—starts to get decoupled from less quantifiable scores, such as well-being, happiness, and the impact on global warming.


When societies are first developing, they need to grow. Or in the caves, catch light to make things brighter. We need to build our society, create a social foundation, and ensure people’s security and jobs. The blue light in the caves. However, overdevelopment is also problematic. It results in climate change, pollution, and natural disasters. The red light in the caves. Today, we also know the wealthiest societies aren’t necessarily the healthiest or happiest. We need to find a sweet spot between growing enough to build a strong social foundation (the inner doughnut) but not crossing the ecological ceiling (the outer doughnut).


With Scarce City, we are asking: What is enough? What does enough look like?
 

Key Takeaways

  1. Balance Over Growth: Just as catching too many orbs led to a redder world, unchecked growth in real life has dire ecological and social implications. The game reinforced the need for balance between societal development and ecological sustainability.

  2. Collaboration and Interdependence: The game required teams to learn from one another and adapt their strategies. This interdependence highlighted the interconnected nature of our world, where one group’s actions inevitably affect others.

  3. Understanding “Enough”, Rethinking Success: Scarce City also prompted reflection on the complexity of defining “enough.” As individuals and as a society, how do we determine when we have sufficient resources, wealth, or progress? The game also got me thinking about non-quantifiable measures of success—well-being, environmental health, and community happiness—and how these are often underemphasised in our current society.

  4. Role of Art in Science Comms: Art plays a powerful role in science communication by translating complex concepts into tangible, emotional, and visual experiences that resonate with diverse audiences. Art can humanise and contextualise abstract ideas. In doing so, it complements science by addressing aspects that are hard to quantify, such as ethical dilemmas and the human experience. It can help bridge gaps in understanding where words or numbers fall short, inspiring shifts in perception and motivating collective action. In this way, art becomes not just a means of communication but a catalyst for social and environmental change.

 


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