The Earth’s average temperature unexpectedly leapt 0.4
degrees Celsius on Saturday afternoon, putting the planet on the brink of
catastrophe. Within hours, millions of people would be displaced, crops would
fail and sea levels would rise.
اضافة اعلان
Until, that is, Matt Leacock realized that the four people
playing Climate Crisis, a board game he is developing, had gotten the rules
wrong.
“No, divide it by four!” he told the players, who were
testing the game. They had been counting a pile of brown cubes, representing
greenhouse gas emissions, to calculate how much the world’s temperature would increase.
They had just forgotten to divide the figure by the number of players.
The players — all experts from the Red Cross Red Crescent
Climate Center, playing online and linked up via a video call — looked
relieved. But it wasn’t all good news. “There might be some forest fires in
China, and Europe and the United States soon,” Leacock said.
Leacock, 49, is one of the biggest names in board games. In
2008, he brought out Pandemic, a game in which players cooperate to stop
outbreaks of fictitious viruses worldwide, while also developing long-term
cures. That game has sold more than 2 million copies, and over the past year,
interest and sales have surged — for obvious reasons.
If the idea of making a fun game about surging diseases
sounds like a tall order, Leacock said making entertainment out of climate
change was even tougher. “I haven’t ever tried to create a game that was
faithful to science before,” he said in a telephone interview from Sunnyvale,
California, where he lives.
Pandemic was about creating a sense of tension, he said, but
Climate Crisis has “higher ambitions.” In addition to being entertaining, he
hopes the new game can change people’s actions in the real world.
“I’ve got a big opportunity to come up with a cooperative
game that makes a difference,” he said. “I don’t want to blow it.”
Three other board game designers said in telephone
interviews that Climate Crisis sounded like a tough project. “Most people think
of games as a thing they do as an escape from everyday life,” said Elizabeth
Hargrave, the creator of Wingspan, in which players compete to attract birds to
nature reserves. “It’s hard to wrap my head around how to make a game about a
real life — very dire — situation fun,” she added.
But, she said, “If anyone can do it, it’s Matt Leacock.”
Leacock first considered making a game about climate change
in August 2019 after a British academic sent him an email suggesting that he
tweak Pandemic to make it about that theme. Leacock dismissed the notion, he
said, “but then another person reached out with that idea, then another
person.”
Last March, he decided to give it a go. So as much of the
world went into lockdown and looked for escapist entertainment, he began
reading extensively on climate change.
“I immediately fell into a big trough of despair,” Leacock
said. “Climate crisis books are a rough bunch, in that they all start with
laying out the crisis, trying to make you realize the gravity of the
situation.”
He dragged himself out of that hole, he said, only after he
began collaborating with Matteo Menapace, an Italian game designer in London.
Together, they investigated proposed solutions to the crisis, reading up on
things like clean energy rollouts and geoengineering projects that remove
carbon dioxide from the atmosphere.
Leacock realized that it wasn’t just a story of doom and
gloom.
“That was really important, as in order to create any game,
you need to figure out how players can win,” he said. “Once we had a beat on
that, we started making progress.”
As it stands, Climate Crisis (which is still in development)
involves four players taking on the roles of the United States, Europe, China
and the Global South, with the collective goal of lowering greenhouse gas
emissions so that the Earth’s temperature stops increasing.
The game proceeds in rounds, representing four-year periods,
from the present day to 2050. In each round, players lay down cards
representing emissions-cutting policies, such as building solar power plants or
increasing food waste recycling. Their carbon totals are represented by brown
cubes that get piled up in the middle of the board, and red counters move along
a cartoon thermometer as the Earth’s temperature goes up.
Leacock said he was trying to make the game scientifically
accurate by seeking feedback from experts, such as the four Climate Center
employees who played on Saturday. “I don’t want to be the climate dude who
comes in and says, ‘Hey, I know the answer,’” he said.
At Saturday’s test run, a lack of excitement did not seem to
be a problem. After a few rounds, the players from the Climate Center all piled
their blocks into the middle of the board and worked out what that meant for
the climate. World temperatures jumped 0.2 degrees Celsius in an instant.
As the temperature climbed, a counter landed on a space
representing a melting ice sheet: The Earth was now reflecting less sunlight,
and the temperature increased a little further. In the fallout from that, the
players now faced a refugee crisis.
Erin Coughlan de Perez, who was playing the United States,
said the tumbling crises were “an excellent way of showing the feedback loops
involved in climate change.”
Yet her smile as the disaster unfurled was a sign of
something else: She was enjoying the game.