random11
2017-10-12, 02:27 AM
So, I have a friend that want to start a project, creating a game that is both fun and educational for the subject of the environment.
He is currently in the first stage where he is just tossing ideas in the air and I'd like to hear what people think and if anyone could provide some good examples.
Keep in mind that even if he gets financial support, it's likely going to be relatively tight on the budget, so keep both suggestions and examples from areas of mobile games, online sites like Kongregate, or cheaper priced Steam games.
Nevertheless, of course we want to avoid yet another junk game.
Here is what I wrote to him as some initial suggestions:
1) Don't make the problem magical, or the villain cartoonishly evil.
All it does is helps to create the illusion that this is not a problem caused by normal people, and regular motivations like common greed.
For the same reason, don't make the way to solve the problem magical.
It helps to emphasize that the solution is possible, achievable by anyone, and (most importantly) profitable.
2) Remember that you can also take a more subtle approach to the issue.
A subtle approach means that pollution will not be related to the goal of the game, but it will always be in the background, both visually and impact on the game.
For example, a hack and slash game that stars a forest god (or something like that), who gains power from nature around him.
His fight will be completely unrelated to any environmental (let's say, some supernatural monsters from a rival god).
During his fight, he will be in different locations varying from deep inside the forest to a place where the forest was cut, a lonely place to a polluted tourist area.
Visually, use both colors and sounds to create the correct atmosphere to each location.
In game play, since it is a god of the forest, give bonuses in the better places and penalties in others.
3) If you decide to go for a more direct approach, I fully support the factory or simcity-like game.
In my opinion, this is the best way to show both the problem and the solution in a way that can be both fun and educational.
Just make sure to base the solutions on real existing technologies (more advanced parts of the game can be things that can be developed soon, but don't go full fictional)
It doesn't have to be accurate, but it needs to be at least somewhat real.
Also, I suggest to give a more local penalty that global warming effects.
For example, as the pollution meter rises, the workers will be more sick and the productivity will lower.
In a city simulator, it can have an impact on happiness rank of the people, impacting everything from taxes to support (similar to how it was done in simcity)
If you want, you can also include the wider impact of the pollution, but in less direct approaches: In the factory, send "news articles" every game month describing the climate events based on the pollution level of the factory, in a city you can give a monthly rating on how is your city compared to others in terms of pollution and health.
He is currently in the first stage where he is just tossing ideas in the air and I'd like to hear what people think and if anyone could provide some good examples.
Keep in mind that even if he gets financial support, it's likely going to be relatively tight on the budget, so keep both suggestions and examples from areas of mobile games, online sites like Kongregate, or cheaper priced Steam games.
Nevertheless, of course we want to avoid yet another junk game.
Here is what I wrote to him as some initial suggestions:
1) Don't make the problem magical, or the villain cartoonishly evil.
All it does is helps to create the illusion that this is not a problem caused by normal people, and regular motivations like common greed.
For the same reason, don't make the way to solve the problem magical.
It helps to emphasize that the solution is possible, achievable by anyone, and (most importantly) profitable.
2) Remember that you can also take a more subtle approach to the issue.
A subtle approach means that pollution will not be related to the goal of the game, but it will always be in the background, both visually and impact on the game.
For example, a hack and slash game that stars a forest god (or something like that), who gains power from nature around him.
His fight will be completely unrelated to any environmental (let's say, some supernatural monsters from a rival god).
During his fight, he will be in different locations varying from deep inside the forest to a place where the forest was cut, a lonely place to a polluted tourist area.
Visually, use both colors and sounds to create the correct atmosphere to each location.
In game play, since it is a god of the forest, give bonuses in the better places and penalties in others.
3) If you decide to go for a more direct approach, I fully support the factory or simcity-like game.
In my opinion, this is the best way to show both the problem and the solution in a way that can be both fun and educational.
Just make sure to base the solutions on real existing technologies (more advanced parts of the game can be things that can be developed soon, but don't go full fictional)
It doesn't have to be accurate, but it needs to be at least somewhat real.
Also, I suggest to give a more local penalty that global warming effects.
For example, as the pollution meter rises, the workers will be more sick and the productivity will lower.
In a city simulator, it can have an impact on happiness rank of the people, impacting everything from taxes to support (similar to how it was done in simcity)
If you want, you can also include the wider impact of the pollution, but in less direct approaches: In the factory, send "news articles" every game month describing the climate events based on the pollution level of the factory, in a city you can give a monthly rating on how is your city compared to others in terms of pollution and health.