
They Call This The City
A downloadable game
There is no one way to see a city. In fact, the multidimensional and complex nature of cities has made the idea of the City an eternally fascinating subject of art, science and engineering alike. A city definitionally contains literal and metaphorical multitudes, a hyperobject that, as it happens, also makes for a hell of a game if approached playfully. This is the aim of They Call This The City, a GMless, character-free game for one or more players about fooling around with graphs.
Inspired by games like Caro Asercion's I'm sorry did you say street magic? and Carter Richmond's Anomaly, the infographic techniques of Secret Base and the groundbreaking presentation of Fishteen Minutes, They Call This The City offers a data-centered framework for humbling yourself before the vast complexities of urbanization, one data point at a time. It allows you to generate data both startlingly relevant and phenomenally useless about the city's dimensions, layout, resources and peculiarities, and make pronouncements about the future in store for it based on the evidence you've gathered.
Can a city truly be captured in the discerning eye of statistics embodied within a graph? Not really. But graphs and the modes of inquiry they encourage tell stories in their own right, stories that in their data-driven subjectivity make abundantly clear the many contradictions inherent in our idea of cities. It is in this spirit that I hope you enjoy this game, and make many insane graphs to document your experience.
An interactive Google Sheets implementation is available for those who don't want to draw graphs themselves and would prefer a cleaner, more businesslike look to their work.
| Status | Released |
| Category | Physical game |
| Rating | Rated 4.9 out of 5 stars (7 total ratings) |
| Author | HB |
| Tags | Abstract, Alternate History, City Builder, fabulism, Immersive, Math, storygame, Tabletop |
| Content | No generative AI was used |
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What a wonderful, strange, nerdy, genius
bureaucrats fighting overpowerpoint simulatorgame! I knew before I'd even opened it, just from this page, that it would suit down to the ground the group of wonderful-strange-nerdy teen geniuses I run games for – and it did! Although thank god I could scrape together some graphing ability from those foggy memories of maths classes, or else I would have been absolutely lost once they got on a roll with those boxplots...We played this last year as part of a sort of campaign lead-in while we debated what our main game would be, and while it didn't tie into Wanderhome QUITE as neatly as I may have hoped (really more on my failings in imagination as to how a horsemeat scandal would translate than any fault in either game), it certainly did a lot for how this group relates to games!
[Documentation of the "scandal" in question. Note the break in the timeline also, fully intentional on the part of the graphers 💀]
We ended the game with enough tampered paperwork & belligerence to start a small civil war (to determine the true name of the city, of course), but I like to think the rules themselves dovetailed into this quite neatly. By the time we got to the point in the game where you're called to return to a previous graph & disprove its findings with outliers or decide that it was misleading from the beginning, every player was just simmering with frustration just waiting to explode. This was mainly because of how each round operates: you set up the perfect graph to show how your idea of the city is the One True & Correct Path Forward, and then those horrible other players will start with their additions, absolutely WRECKING your clearly scientific conclusions!! This was very very fun, and only moreso after you 'unlocked' the ability to go back & tamper with past graphs, which as the above example shows we proceeded to do shamelessly.
The tone of this game is established immediately & really well, from the excellent cover right through to the slideshow layout and the spiralling madness of the example graphics. I think the chaos of those examples really helps spur you on to see if your table can match it! That balances really neatly against the interjections that start appearing deeper into the rules, to remind you that your City should be recognisable – or rather, that it already is & forever will be, because your foundational context of real life is inescapable. So you should probably introduce injustice intentionally, with this handy piechart that can literally carve up your City between the highest bidders! Or do anything else you can dream up with a piechart, but it's nice to bring the social realism in :)
Things this game reminds me of:
Anyway, suffice to say that this game really got me thinking about what exactly it is that we want world-building games to do, so thank you very much for that! I should note also that despite all dice probability & min-max statistics & mental arithmetic role-playing games are associated with, this is the only game so far that had me using a ruler, a compass, and a protractor again – and to be honest I was half wondering if I might need a graphing calculator. If that sounds like a fun night to YOU, trust me: it was!
Love this. I think.