A card game is teaching players about the future of renewable energy
"I like the skeuomorphism of playing cards in video games because they instantly communicate aspects of chance and probability, as well as common affordances like 'drag to play' or discard. They are also able to represent heterogeneous actions. Had the game been a top-down tycoon game, things like public transportation, job training, or insulation retrofits would have been more difficult to visualize as objects you drop on a map. [...] [A]nother design problem addressed by the deck-building gameplay: instead of choosing an action and then choosing where to apply it, the action is already chosen for you, so your choice is about where and not what."