Jacob Jaskov
jacobjaskov.bsky.social
Jacob Jaskov
@jacobjaskov.bsky.social
Board game publisher (Uloomi). Board game designer (Fog of Love, The Vibe). Can’t help but innovate. Former futurist. Change > Systemic Reflection > Habit. Cosmopolitan. Cares about people.
If you really want such an experiencially broad sandbox game, you will end with a ton of variables to track.

You can check out simpler models for social behavior. There are thousands of papers focusing on different aspects.

But I doubt that you will find a way to avoid running this on a computer.
April 22, 2025 at 2:23 PM
You want to have love, anger, sadness…

I makes sense, as these will be key for tracking and relating to the state of the automata.

And then you need to create action structures for the automata - preferably highly interactive and interdependent.
April 22, 2025 at 2:23 PM
Fog of Love uses a personality model that can encompass such breadth of experiences with relevant preferences.

But even that game is kept simple, as it isn’t simulate a multitude of emotions (just overall satisfaction).

You seem to want a broad personality model plus a broad emotional model.
April 22, 2025 at 2:23 PM
But what kind of action space do these automata have?

Are they like Sims in a rich social environment full of meaning?

Or are they closer to moving on an abstract grid with more limited types of actions (e.g. like biological machines replicating, spreading, building, attacking and defending)?

I
April 22, 2025 at 11:57 AM
Also note:
Personality guides preferences for which games to play as least as much as how to behave within them.

Players of the same game are therefore likely to be more alike than players of highly dissimilar games (Cards against humanity vs Empires in Arms, to take some extremes).
April 22, 2025 at 11:30 AM
Many games are often more focused on action-motivation that relates to dimensions such as:
- risk-reward
- short-long term
- exploration-exploitation
- discipline-spontaneity

These games focus on rational and planning behaviors - which obviously are only a small part of what personality is about.
April 22, 2025 at 11:30 AM
Of course there are :)

But first it is key to map the action-motivation space for the game.

A lot of personality is about social relating. Eg:
- Dominance-collaboration
- Honesty-Deceitfulness
- Extroversion-Introversion

Are these relevant in the game, or is the social action structure closed?
April 22, 2025 at 11:30 AM
Denmark is not here to dominate or impose its will but to help all its people thrive.

Next round of accessions will take place on January 1, 2026. Please ensure your referenda are finalized before this date.

𝐖𝐞𝐥𝐜𝐨𝐦𝐞 𝐭𝐨 𝐚 𝐛𝐫𝐢𝐠𝐡𝐭𝐞𝐫 𝐟𝐮𝐭𝐮𝐫𝐞!
January 8, 2025 at 1:07 PM
If you later choose a different path, we will honor your wishes.

All territories in our kingdom can leave (or stay) of their own accord. They will never be subject to violence or threats (that is not how to treat friends).
January 8, 2025 at 1:07 PM
If other states not mentioned above wish to join, you are welcome, provided you accept and embrace democracy, the rule of law, and our loving-caring taxes that ensure safety, high living standards, happiness, and the fair treatment of all citizens.
January 8, 2025 at 1:07 PM
You are hereby invited to join the Kingdom of Denmark and become part of one of the happiest nations in the world.

Joining Denmark also brings you closer to the coveted territory of Greenland, a unique and valuable part of our Kingdom that so many in the United States admire and wish to unite with.
January 8, 2025 at 1:07 PM
Some countries even go further.

In Denmark, we offer universal access to free education at all levels and free healthcare for everyone.

Why continue to struggle in a country where happiness has been on a steady decline since the 1970s?
January 8, 2025 at 1:07 PM
You have long endured the oppression of less liberally minded states and now face the grim prospect of being ruled by the first openly autocratic president in your country’s history.
But don’t despair—there are still places in the world that cherish democracy, equality, and the rights of all people.
January 8, 2025 at 1:07 PM
This is sooooo wonderful to hear.

Thank you for sharing,

Yay! Yay! Yay!
Am full of joy.

Plus… this is a brilliant illustration of the game. Better than anything we’ve ever thought of.

Love how you setup the photo.

👏🏻🤩👏🏻
December 22, 2024 at 9:52 AM
The Vibe isn’t about LOL-fun.

Not that LOL-fun is bad. I love LOL-fun and am publishing a game focused on that.

The Vibe is about creating moments of meaning together.

It provides a simple and playful space for engaging in rich themes and beautiful pictures.

Luckily this is appealing to many 🤩
December 22, 2024 at 9:49 AM
Real art has so much nuance, ambiguity, and meaning.

It is not there to illustrate a mood - as beautiful eye candy.

It is there for its own sake.

The core interactions in The Vibe are all key to art appreciation.

It is about finding and expressing meaning in art.
December 22, 2024 at 9:49 AM
The Vibe is extremely simple.

It is not about outwitting anyone.

It is just about finding joy together through play.

It is still super rich though.

By using real art it opens up to a space of emotions and meaning that is deeply engaging for so many.
December 22, 2024 at 9:49 AM
These people are not less smart than others, but they don’t like to compete on being smart.

That is still somehow the primary idea behind games.

And to make these games interesting, designers invent pretty intricate interactions to allow for clever play.

But what if we just made games for people?
December 22, 2024 at 9:49 AM
Most people are not strategically minded. They don’t care about outwitting others.

They are not interested in navigating an interaction space to make brilliant moves.

They might still like to play, but games turn them off.

That is because most games are about that being smarter than others.
December 22, 2024 at 9:49 AM
But for people who never play games, a tutorial is not the right answer.

Not even a brilliant one.

They need dramatically simpler rules and interactions.

They also need different interactions.
December 22, 2024 at 9:49 AM
But…. Fog of Love also missed the mark regarding one barrier.

Complexity of rules.

I tried hard to reduce the barrier by designing a new way to learn rules through an interactive tutorial (together with Jacob Engelbrecht-Gollander).

It worked amazingly well.

Many love how easy it is to learn.
December 22, 2024 at 9:49 AM
I learned so much from making Fog of Love.

It clearly showed that so many more would play games if there were games out there that relate to the stories and themes they find interesting.

Fog of Love invited so many to play who else didn’t care about the prevailing themes within games.
December 22, 2024 at 9:49 AM
Would love to. Probably after new year. So much to do now.

But if I can help promote it somehow before, please share more information and I’ll look into it.
December 16, 2024 at 2:29 PM