# comparing sensecraft & civilization 2.0
Jack Park and Jonathan Sand agree that a good first step is to draw out points of comparison
## final conclusions prior to Sunday's meeting
Jonathan Sand
They are very similar. Responsibilities are distributed differently. C2 adds an elaborate visual layer which must wait for later.
## style conventions
- ***SC*** means ***s***ense ***c***raft
- ***C2*** means ***c***ivilization ***2***.0 the game
- ***CL*** means ***c***onversational ***l***iteracy
## tentative conclusions
- SC
- k-hubs and federations are the core ingredients
- k-hubs host varieties of sensemaking and decision making tools.
- C2
- build and play in an awesome pretend world that has real life value
- needs and guilds are the core ingredients
- guilds teach, self-govern and pursue quests
- universal guilds supply resources and guidance
- quests are designed to aid teaching and inspire work
## Knowing Garden (SC)
- A space in which epistemic communities (called K-Hubs) exist
- gardening means proposing and selectively nurturing useful ideas
## K-Hub (SC) short for *Knowing Hub*
- a self-sovereign Knowing Garden, a web portal in the present implementation.
- SC presently implements just one game platform, an RPG which is a structured conversation system
- SC can easily grow by adding other forms of activity
## federation (SC)
- consists of K-Hubs and any other epistemic communities capable of playing within the constraints of the federation; the primary constraint is not doing anything that would jeopardize the *TRUST* maintained in the ecosystem.
- every member in the federation must promise to adhere to certain rules of engagement
- A mechanism for combining all of the work products of all members of the federation into a well-tended knowledge graph, with AI-based augmentation. We say that resource is the equivalent of a digital public library of trusted information resources, not affected by advertisers, politics, or other forms of tinkering.
## needs (C2)
- needs are the starting point for all game activity
- can be specific or universal
- universal needs become guilds, essentially becoming rather permanent
- specific needs can be fulfilled by a player or a guild
## guilds
- C2
- form from emerging and significant needs
- universal guilds (e.g., needs, justice) provide guidance and resources of common value to all other guilds. most guilds serve a general purpose rather than a specific problem
- governing principles and processes are an amalgam of ones which are (a) universal to all guilds and (b) specific to that guild
- SC
- formed by qualified gamers (gardeners) who want to participate in Quests; solving problems, the phrase, draws attention in the direction of solution planning, which is *not* a primary goal of most Quests.
- exist to join Quests
- are the only place game moves are performed in the present implementation
## quests
- SC
- Quests are the main thing in the present SC configuration
- Quests are created, owned, and managed by qualified entities; how that works is nowhere near specified at this time. We say "qualified"; we have spoken in the past about an entity which can a: approve quests, and b: advise on quest design. Our reasons for not letting 'unqualified' entities propose quests (in the federation of K-Hubs) is to prevent nuisance quests; our interest is in preserving *trust* by, among other things, keeping the *signal to noise ratio* high.
- We called that approval entity a *Nexist Guild* into which K-Hub members can level up. A kind of "village elders" tribe, one which does not do quests, but which has responibilities to not just the K-Hub, but to the Federation.
- C2
- proposed by anyone (game player or not) and approved by guild masters
- pursued by a player or a guild
## leveling up
- C2 players practices basic skills (like CL) until they receive a badge. Once they acquire the right badges, they can join a guild
- in a guild they begin as an apprentice
- mentored by a master through journeyman to fellow master
- masters are distinguished as having both high skill and high trust
- SC Guild members participate in Roles; they earn badges as a means of leveling up; leveling up allows members to join more complex roles
- It may be the case that there will be a 'training guild' where members level up in order to then join real guilds, but that's not in the present platform
## conversational literacy
- C2 teaches CL in carnival booths, where it is fun and delightful to learn skills not currently taught in our education system
- SC each guild trains its members in CL, that is a basic purpose of a guild
## fun
- C2 fun is vital to every aspect. it raises productivity and attracts new members to join
- SC is not advertised as fun, but it is expected that the challenges of being a role player on an epic quest will provide stimulating experiences
- We say that it is not *advertised* as a fun platform because that changes the expectations people will have when they approach a K-Hub. Expectation management is an important aspect of the sc ecosystem.
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