Incoherent is a game for two players about capitalism and capital.
The rules include a capitalism board and a world of resources.
Incoherence takes its inspiration from a book called Capitalism: A Game for Two by economist Adam Smith.
It has been downloaded more than 150,000 times and has sold more than 4 million copies.
The game is a collaboration between two designers, James Wortman and Sam Dyson.
Wortmans games company, Wortons, was founded in 2003.
It is a new company.
It’s based in New York City, and it works with a small group of designers and developers who create games and software for a variety of clients.
In Coherent, the designers created a game that uses the game-design process to explore capitalism.
It was a project that started out with the idea of creating a game where players would build a capitalistic world.
I think that’s really the key to making a game like this work for everyone.
It really just had to be about the game design.
James Wertman: So, I was sitting at my desk and I thought, okay, this looks great, I’m really excited about it, but let’s do it a little differently.
Sam Dyneson: Yeah, and so that was what we started to do, was to go through this process where we actually build the world of the game.
We built a world that we had built, and then we actually play it with other players and see what works and what doesn’t work.
And then we would iterate on it.
James: It’s like building a world where there are different kinds of things that exist in the world, and each of those things have their own set of rules.
So, for example, the game says, You’ll be able to grow crops on a large island.
The rule is that you will be able grow a certain number of crops.
So you can build a garden that’s bigger than the island, and if you have the resources, you can have a garden of a certain size.
If you don’t have the necessary resources, then you will not be able.
You will have to go and hunt.
If the resources are there, then there will be a hunting ground there.
And that’s what we did in the beginning.
But the thing is that this was a game built by two guys.
The second guy is a designer, and he built a prototype of the system.
So he’s got his own ideas, and there was always this idea of this one game that we could play.
And we started playing with that.
We just had a few games going at the time, but then Sam and I started working on a game.
So we would come back and we’d have this conversation about the mechanics of the board, what kind of resources are in the board.
And, you know, I always said, what we’re doing here is we’re building the world and we’re trying to build something that’s actually a game, so I don’t know if that’s a fair description.
So it’s like, OK, how do we build a world in which resources are plentiful and where there is some kind of incentive to do the right thing?
And then when the players play the game, they’ll try to build the game world that’s as good as possible.
And I thought that was really cool.
So Sam and James were designing it in their spare time, and we had all these different ideas, so we were like, let’s just play with it and see how it plays.
So that’s when we got in touch with Sam and his wife, Amanda, who works for the game studio, Nesos.
Amanda: So it was about two weeks after we made the game that I said, OK.
Let’s see if this works.
James and Amanda had been working on Coherent for about a year.
And so they had built a few prototypes, but not much of a game to date.
And the game didn’t have enough resources to do something like a game based on it, like a board game.
Sam: So we had a prototype, but it wasn’t good enough to show the game to a bunch of people.
And when we went into the studio and we sat down and played the prototype, we realized, OK this game really doesn’t have anything to say to a game design world that isn’t in the real world.
So let’s build a real game instead.
So James and I sat down together and we wrote this code, which is this thing where we build up the resources for the island and then when you go out into the world it will be like, oh, I have the same resources as the island.
And this is actually something that Sam and Amanda have done with their game company, and they had this really cool concept called “the island is alive.”