Original Post — Direct link
over 3 years ago - /u/SLG-Dennis - Direct link

Originally posted by DonaIdTrurnp

Lots of people think that it means Eco(logy), but I think it's more of an Eco(nomy).

It means both.

over 3 years ago - /u/SLG-Dennis - Direct link

Originally posted by donald12998

To be fair when I first heard of this game I thought it would be super political, borderline propaganda. But instead it never feels like its forcing a message at all, it just presents a realistic world with realistic rules you have to face.

Thanks for noticing that.

over 3 years ago - /u/SLG-Dennis - Direct link

Originally posted by Skasi

Pretty sure the name Eco was picked for both and for other Eco- words as well. It's about analyzing the planet's ecosystem to gather resources and producing means to handle the meteor and climate threat, but at the same time asks / offers players to cooperatively manage these things and to come up with their own ideas / implementations.

Resources, the climate threat and surviving are part of ecology. Managing of groups, resource distribution and laws is part of politics and economy. Ecology and economy are both on the Eco Tree and the game tries to provide a platform to teach both:

In order to build a thriving society and prevent catastrophe, they’ll need to obtain and apply STEM skills, using their understanding of science, statistics, civics, economics, ecology and more.

source: https://play.eco/education

Plus Governance, the third major design pillar.

over 3 years ago - /u/SLG-Dennis - Direct link

Originally posted by Skasi

To be frank I consider economy and government and social organization to be the same thing. To manage, to govern, to rule, to regulate. It's all politics, ie sometimes making rules or guidelines as a group, that are occasionally enforced through power.

Also "Governance" doesn't start with "Eco" and as such the word is not part of the name, which is what my comment was about. :P

But yes, it is indeed a separate word on a separate pillar/branch and I do like that your game's design goals are all about topics on things that are easy to break / hard to get right / cause a lot of conflict, etc. It's a good opportunity to collect experience and play around with something that would otherwise be difficult to experiment on.

I just told you what our internal three pillars are, as it's not just two. That's all.






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