Concept
We’ve grown accustomed to witnessing human suffering like it is our daily bread. Not that we hear about it all the time, but we see it so often through images and movies and animations to the point where we don’t really feel much about it anymore. It’s so natural nowadays to go into a store and have the ability to buy a bunch of games that show violence, suffering and human killings, that at a certain point, it doesn’t even affect us. This is not to say that I’m entirely against these kinds of games, but I think it is crucial for people to not become disconnected from the ideas represented in these entertainment platforms so that we are able to separate reality from fiction.
My idea for this game is to put violence in perspective. With everything that has been happening in the world right now, I think we could make people reflect a bit more on this issue, even if it’s through a silly game.
To put it simply, I want my game to be a series of challenges that present the player with stressful and/or annoying scenarios, from which they have to escape, by picking the correct solution without hurting the other characters or getting hurt by them.
Game type – a puzzle game where the player needs to find the correct solutions to solve each level and keep progressing. It would be like a simplified escape room. (Note: Add a clue to each level)
(Note: I explain my entire idea in a simplified version I presented in class – https://padlet.com/umaflor6/mjyvsfadhumldwkf )
Levels and overall Gameplay
As I mentioned in the previous heading, there is a link to my class presentation that explains some of my ideas for the levels as well as their characters and the elements used to solve each level. However, I think it would be helpful to explain each stage a bit more in-depth.
Level 1
For the first level, the player will face an annoying situation. There will be a Karen complaining about something nonstop. The player will be inside a car (so they cannot simply run away), and there will be a bunch of actions/objects to use on Karen.
Clue – for this level will be a valentine’s day card.
Solution – giving a rose to Karen.
Twist – There isn’t one. This first stage is the easiest one and I want to make it very straightforward to give the user a very clear idea of what the goal of the game is.
Other options: Baseball bat, gun, driving the car, playing the radio, punching her(I removed this one). These are all wrong options that will lead to the player’s loss and a funny panel will pop up, telling the player what went wrong.

Level 2
For level 2, the difficulty will increase. And all of a sudden, the situation isn’t just annoying anymore, it’s dangerous.
There will be a criminal/thug threatening the player while they are completely cornered in a shady alley. The player won’t be able to walk very far (or they lose). Therefore, they will have to use the objects scattered around the floor to try to calm down the Thug.
Clue – There will be a logo of a band on the Thug’s clothes
Solution – Play the song on the radio.
Twist – instead of using this item on the Thug, the player will have to pick up the radio and figure out how to use it (so that it plays the song).
Other options – Burger, Wooden Plank, Trash Bag, Phone. These are all wrong options that will lead to the player’s loss and a funny panel will pop up, telling the player what went wrong.

Level 3
In level 3, there will be a considerable increase in difficulty. This time, the player will face a soldier pointing a gun at them, in a war-damaged city.
Clue – there will be a picture somewhere that will indirectly (or directly) tell the player what they have to do.
Solution – Hug the soldier (without lowering the arms too much…)
Twist – The player must keep their hands up all throughout this level, or they will die. They also can’t pick up any objects, but they will not know that… hehehe
Other options – Walk away, Try to pick up objects, Lower arms. These are all wrong options that will lead to the player’s loss and a funny panel will pop up, telling the player what went wrong.

Storyboard
This is also on the padlet page, posted above. But here is the general flow of the game and what happens at each stage.


Inspiration
Aesthetically, I got inspiration from the game Grand Theft Auto. I think there is also a bit of irony in picking a game that encourages pretty much just violence, as inspiration for a game that discourages it. However, I think that only makes the message stronger. By graphically communicating to the player that this is a similar game, they will be tempted to resort to violence. But they will quickly realise that this will not work.

I also looked into a game called “Toilet Chronicles”, which was shown to me by Herman. I found this game extremely funny, but what attracted me to it the most was its mechanic. It is an escape room kind of game, where the player has to gather multiple clues and solve various puzzles throughout many stages to solve all the challenges a finish the game.

There was something else that got my attention. In this game, when the player dies, a panel pops up, explaining the type of death and for each type, there is a funny little drawing of the cause that lead to the player’s demise. I think I will do something similar to this, as I reckon it gives some comedic relief to the gameplay.




Why VR?
I think this question is especially relevant considering my concept. I want the player to have to make the decisions from a first-person perspective. However, if it were to be played on a computer or console, the only way to interact with it, would be through joysticks and/or buttons. By making it a VR game, the player has to perform the actions physically and interact with the situation “first hand”. All of the responsibility of hurting other characters will feel much more present and real. Meaning the player will be able to choose to physically hurt another character “with their own hands” and see the physical consequences of their actions.