StarPower (game) explained

Subject Name:StarPower
Players:12-35 (18-35 recommended)
Setup Time:< 30 minutes
Playing Time:About two hours
Random Chance:some 1
Skills:negotiation, basic math
Footnotes:1. In service to the educational goal of the game, chance and skill have a smaller impact on the game than players are initially led to believe.

StarPower is an educational game for 12 to 35 players, designed by R. Garry Shirts for Simulation Training Systems[1] in 1969.[2] [3] The game combines chance and skill at trading to establish a score. Players are assigned categories based upon their relative scores, with the highest scoring category being able to change the rules. The game is designed to illustrate the behavior of human beings in a system that naturally stratifies them economically or politically.

Play

Players randomly draw lots of colored chips. These chips have different number value based on their color. Players are given the opportunity to trade these chips to increase their point total. Players are told to not share informationabout their chips.[4] While playersare told that the group assignment is based on "achievement"or "merit", the initialdistribution dominates the resulting scores.[5] [6]

Each round, players draw random colored chips and trade them forsets of points. At the end of each round players are assignedone of three groups and given an associated badge based on theirscore. The top scorers are red squares, the middle are bluecircles, and the low scorers are green triangles. Starting onturn two (the first turn in which players are assigned togroups), the red squares players draw from a bag with higherscoring chips, while the green triangles draw from a bag withlower scoring chips. As a result, movement between groupsbecomes uncommon. Starting on the third round, the redsquares are free to change the rules however theylike.[7] [8]

Key to the game's educational effectiveness is for those running the game to withhold details about the true nature and implementation.[9] That the red squares can change the rules is only revealed to players when the ability is added to the game.

Starpower is by design a very unbalanced game. Game designer James Wallis has gone so far as to describe the game as "broken" "by all conventional standards of game design." The unbalanced nature of the game reduces its replayability. Shirts views StarPower as more of a simulation than a game and as a result does not view replayability as an important goal.[10]

Typical results

One commentator writing for the Sustainability Institute claimed that square players typically rigged the game to benefit squares, circles strove to become squares at which point they began to act like squares, and that triangles became angry and then apathetic, only becoming interested at the possibility of cheating or revolution. At the end of the game, the squares seldom see the oppression they engaged in while the circles are viewed as sell-outs by the triangles and as incompetent by the squares.[7]

Another commentator notes similar results. The squares create oppressive rules that make it difficult for lower groups to advance.[11] Lower groups turn to cheating.[12] The commentator also noted the lower groups becoming apathetic.[13]

The official site for the game lists eight lessons that StarPower teaches, mostly focused on the results of inequal distribution of power.

See also

References

External links

Notes and References

  1. Web site: Tribute to R. Garry Shirts On the Occasion of Receiving the Ifill-Raynolds Award. https://web.archive.org/web/20120207055551/http://www.stsintl.com/business/tribute.html. 7 February 2012. 2007-05-14. 2001-10-26. Fowler. Sandy.
  2. Web site: StarPower. 2007-05-14. Simulation Training Systems.
  3. Web site: Things to do in game design #1: cheat. 2007-05-14. 2007-05-13. Wallis. James. COPE: James Wallis Levels With You.
  4. "They were told not to tell the others about their cards...."(Feld 1997)
  5. "Althoughthe original distribution of the chips largely determined theindividual point totals and resulting group assignments, theparticipants were told that they were being placedin groups according to their levels of achievement." (Feld1997)
  6. "Variations in wealth are ostensibly based on'“merit' [success at trading chips] but most members of each'strata' [squares, triangles, circles] unknowingly receivedifferent resources [trading chips] at the beginning of thegame and at each subsequent 'trading session."(Mukhopadhyay 2004)
  7. Web site: Why Would Anyone Want to Play Starpower?. 2007-05-14. 1986-12-04. Meadows. Donella. Donella Meadows. (Date is date of first publication, not release to the web.)
  8. (Mukhopadhyay 2004)
  9. "Much of the impact of the experience on players depends on the deliberate misinforming of participants as to the nature and outcomes of the game." Web site: Loading the Dice: The Challenge of Serious Videogames. 2007-05-14. November 2004. Woods. Stewart. Game Studies.
  10. Web site: Guest Wisdom from Garry Shirts. 2007-05-14. 2006-10-20. Shirts. Garry. Bernie DeKoven . Bernie DeKoven, funsmith.
  11. "This particular play of the game was typical. After a very short time, the top group made increasingly oppressive rules, reducing or even eliminating any changes for the others to succeed and move up the hierarchy." (Feld 1997)
  12. "The members of the lower groups responded to the hopelessness of their fate in a variety of ways; some hid their cards or themselves; others ran away; still others directly refused to follow the rules, and some of them even seemed to dare the top group members to make them." (Feld 1997)
  13. "As participants came to feel that there was essentially nothing that they could do that would lead to 'acceptable' levels of rewards, they increasingly tended to withdraw and/or act in hostile ways." (Feld 1997)