Map Game Design Concept, Development, and Rules
Design Concept: The concept of the game revolves around the theme of invisible/visible borders “within” the context of the city, where a variety of barriers, deeply hidden to those not affected by them, affect people’s lives on a daily basis. These boundaries can include class, race, accessibility, gender, environment, infrastructure, oppression, and housing. The game aims to spark conversations around these boundaries and start a dialogue about privilege, inequality, and social structures.
The structure of the game is derived from an abstract city model that serves as a base layer for the other issues addressed in the game. Some areas of the fictional city may be discussed as dangerous for certain groups of people because of social or racial profiling or because of the activities that take place in that particular area. The intersection of different layers creates a map of the city where some spaces are visible while others remain “negative spaces”, such as green spaces in former industrial areas. These intersections are intended to provoke thought and discussion about how people’s experiences vary according to their socio-economic and cultural contexts.
There is no goal to “win” the game, but rather the engagement of players is aimed at starting a meaningful dialogue. As players navigate the map, they become aware of the limitations faced by certain groups of people.
Development Process: The structure of the game emerged from the layering of these stories and experiences, much like the layers of a city map. Multiple paths were created, each intersecting to form a network of routes for players to choose from. There is no fixed starting or ending point – players are free to start anywhere on the map, reflecting the non-linear nature of navigating through life and society.
To further develop the game, a drawing team worked with keywords provided by the data collection team. These keywords inspired quick sketches or drawings that influenced the creation of the final game map. This iterative process allowed the game design to capture the emotions, stories, and social contexts of the participants.
Game Structure and Rules:
- Non-linear Gameplay: The game has no traditional starting or ending point. Players are free to choose their own paths and are encouraged to explore the multiple routes that represent different stories and experiences.
- Multiple Routes: Players navigate the map by following lines that represent the different life stories and in/visible boundaries in society. These lines intersect and overlap, allowing for different routes and outcomes. Some paths may lead to dead ends (symbolizing barriers), but players can backtrack and choose another route.
- Conversation and Dialogue: The key element of the game is dialog. In order to progress, players must talk to each other. Only through mutual understanding and discussion can they decide whether they can continue on the chosen route. The goal is not competition, but cooperation and shared reflection.
- Audio Stories: Each line on the map corresponds to a specific story, often told through audio. These stories were assigned by participants based on their personal experiences, making the game highly subjective and emotionally resonant. Players choose a route based on which story resonates most with them and follow that line to explore its narrative.
- Keywords and Emotional Impact: Players make decisions based on keywords associated with different lines or routes. These keywords tap into the emotions associated with the stories behind the invisible lines. The graphic representation of these lines reflects how people feel as they narrate their experiences, blending visual art with personal emotion.
- Collaborative Experience: The game is designed for at least two players who act as counterparts. They must work together to navigate the map, discuss the socio-political issues revealed by the game, and confront the invisible/visible barriers present in everyday life.
Conclusion: The design of the game was developed to illuminate the invisible/visible barriers that people may face in modern cities. The non-linear map encourages players to engage in a dialogue about personal perspectives on the issue of borders and to explore the narrative that differs from their own. The goal of the game is not to reach a specific goal or endpoint, but to create a framework for discussing boundaries and to broaden awareness of different kinds of boundaries that are often overlooked.
Disability

Disability is a complex and varied experience. We emphasize the importance of accessibility, support and understanding, and the need for inclusive environments that enable all individuals to thrive.
Disability is not a limitation, but a unique strength. Knowledge brings diverse perspectives and skills, empowering individuals to inspire change and resilience. Inclusion enriches our society and helps build stronger, more resilient communities. Making spaces accessible requires careful planning, so please read on, as accessibility can’t often be improvised.
The ‘Undoing Urban Borders’ workshop was facilitated by Claudia Núñez. Particpants were: Ellen Gomes, Katrin Kämpf, Dafni Karavola, Grace Matu, Filip Lazarević, hvale, Florin Poenaru, Cristina Pombo, Shuree Sarantuya, Martina Staneva, Polina Veidenbakh.
This project was conceived at the BG | berlinergazette.de’s annual conference 2024 entitled KIN CITY.
All text and images: Creative Commons License 4.0 (CC-BY 4.0). All images were taken at the KIN CITY conference.