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Table Of Contents

Chapter 1: Introduction
Chapter 2: Theory
2.1 The design of the money system
What is money?
The Goldsmith’s Tale
How does a central bank work?
How did money change from gold to paper?
What does this mean for the nature of money?
But doesn’t that lead to inflation?
How is money created in a credit money system?
Where does the interest come from to pay off the debt?
Can the debt keep on growing?
What happens at that crash point?
Has this happened before in history?
A small history of ideas; Ideology versus Logic
2.2 The Austrian Theory of the Business Cycle
Only Austrians understand inflation
1. This can only be done with paper products
2. The boom and the bust is the health of the banks
3. Banks are not inherently evil
Lessons from other games
Chapter 3: Design Framework
Distortions in the business cycle can only be done with paper money
The boom and the bust is the health of the banks
Banks are not necessarily evil
Adhering to ethical design
The Socratic Method
The overall structure of the game
Language in the game
Chapter 4; The development process
1) Gold
2) Choice
3) Language
4) Fate versus Destiny
5) Humour
Chapter 5: Evaluation
Playtesting reactions
Viewing reaction
Learning experience
2. Applying the principles of ethics creates an ethical game experience
3. Obsessive focus with translating reality impairs the game design eye
Final Conclusion
Bibliography
Appendix
1. Testing Story
2. Developer Diary
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Published by: Paul Brinkkemper on Dec 21, 2011
Copyright:Attribution Non-commercial

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