We Come In Peace

Role

UX/UI Designer

Focus

Game system design

Project

Student Project

Client

World Beyond War

Description

In collaboration with the World Beyond War organization, we designed a game system using mechanics, incentives, and player interactions to reinforce cooperation rather than conflict.

We Come In Peace

Role

UX/UI Designer

Focus

Game system design

Project

Student Project

Client

World Beyond War

Description

In collaboration with the World Beyond War organization, we designed a game system using mechanics, incentives, and player interactions to reinforce cooperation rather than conflict.

Overview

World Beyond War is a global group focused on ending war and promoting lasting peace.

For this project, we were asked to design a tabletop game about war, but with a clear anti-war message.

Challenge

The real challenge wasn’t about visuals or narrative. It was figuring out a game system that didn’t simply reward domination or aggression, which is so often the default in war-themed games.

​Our task was to design a game where:

Conflict exists, but violence can't be the solution
Competition can occur but without eliminating other players
Peace is achieved collectively, not individually

​The system also needed to support:

​PvP (player versus player) and PvE (player versus environment) elements
Solo and multiplayer play
A complete ruleset that could be played end-to-end

How do you design tension, challenge, and progression in a war setting but without classical war mechanics like violence, force, and defeating other players?

approach

We approached the project as a systems design challenge, focusing less on simply telling a story about peace and more on building in incentives that made cooperation, learning, and shared responsibility the most effective paths forward.

Design highlights

In the following sections, I’ll walk through some of the design choices that shaped the game: how we approached the card system, resource mechanics, interface, and the overall player experience.

Each example illustrates how research and playtesting informed our decisions, helping us create a more cohesive and engaging cooperative experience.

Systems First

Instead of deciding what players should do, we asked ourselves:

What behaviors should be encouraged?
What behaviors should be impossible?
What trade-offs should players constantly face?

As a result, we decided to focus on the following areas:

Incentives and constraints
Feedback loops, both positive and negative
What trade-offs should players constantly face?
Transparency and shared information
Time and stability as key pressures
Key System Decisions
1. Peace is the condition to win
​A shared stability threshold is reached
Enough “pacifists” are gathered
Education (School) is sufficiently developed

When one player wins, everyone wins.

2. Stability decay is a constant danger
2. Stability decay is a constant danger

Stability goes down at the beginning of each turn.

This leads to:

Ongoing tension
A cost for a player doing nothing
Long-term consequences instead of sudden failure

In this system, time is your main challenge, not the other players.

We designed the turn structure to keep up the pressure by lowering stability each round, instead of focusing on player conflict.

3. Strategic player interaction instead of combat

Non-combat PvP exists through:

Trading
Negotiation
Resource timing

When rules are clear and time is limited, negotiations stay on track.

The right amount of structure adds just enough tension to keep things interesting, without letting the game spiral out of control.


4. Transparency as a core rule

Every card drawn, action taken, and resource used is visible to everyone playing.

This means:

No reason to mistrust other players
No hidden advantages
Encourage shared problem-solving

​Fairness is not just up to the players. It is built right into the game itself.

5. Power should be used responsibly

High-impact mechanics (like canceling actions) are:

Limited
Locked behind 'stability tresholds'
Only available if the system is "healthy"

Players gain power in the system by acting responsibly, rather than by trying to control others.

Supporting Mechanics

We didn’t treat these as isolated features. Instead, we focused on making sure each part works together toward the same behavioral goals, so the experience feels cohesive and purposeful.

Card taxonomy: Card types create tension, not other players
Resource loops: Resources support life and stability, not combat
Spatial constraints: Mountains and teleporters balance mobility against long-term investment
Difficulty scales through time pressure instead of stronger enemies

The Story

The Story

The game explores what happens when humans set out to build a new home on Mars and encounter an alien species for the first time.

A language barrier leads the Martians to see humans as invaders. To bridge that gap, players focus on gathering resources, strengthening education, and building stability: ultimately working toward a translator that can deliver a simple message: “We come in peace!”

Instead of casting the aliens as adversaries, the story centers on misunderstanding and fear as the real obstacles.

That perspective shaped our game mechanics: players succeed by building trust through communication, education, and a sense of stability.

Outcome

In the end, we built a fully playable tabletop game, 'WE COME IN PEACE!'.

We tested and improved it through several playtest sessions and also made a version in Tabletop Simulator.

Our game successfully

Maintained tension without relying on combat
Encouraged negotiation over competition
Supported the game's message through every mechanic

Reflections

This project was a reminder that the best systems guide people by design, not by telling them what to do.

I learned to focus on building mechanics that encourage the right actions, so instructions become almost unnecessary.

I learned how to design rule-based systems with clear constraints
I worked on finding the right balance between individual choices and group results.
I used incentives to help guide how users behave
I made sure the mechanics matched the kind of experience I wanted to create

Many of these skills are directly applicable to product, UX, and service design.

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Becka Design 2026©

Design Systems • Enterprise UX • Manufacturing Execution System

UX Writing • Enterprise UX • Manufacturing Execution System

UI Design • Enterprise UX • Enterprise UX • Manufacturing Execution System

UX Design • UI Design • Public Sector • Försäkringskassan

Say hello!

I'm always happy to chat about UX, or new opportunities!

Say hello!

I’m always happy to chat about UX, or new opportunities!