Game Log 1 - Experience



Game Log 1: Experience

Cultural Heritage, EU Values, Game Type & Cultural/Societal Theme

First Idea: Games for Culture

  1. Gather notes from preliminary brainstorm process/the “experience phase” and answer these questions:
    1. How will your team develop a game that: 1) uses cultural heritage, 2) engages EU values, 3) is a different gameworld with innovative gameplay, 4) to address a specific cultural/societal theme or issue?
  • We want to focus on the EU value of democracy by showing that everyone has a right to choose 
  1. Why is this game important or new to you regarding culture and/or society?
  • Our game is important because it shows how choices have consequences in a dark setting. The player’s decisions between two objects shape the narrative, reflecting how choices also impact people in society. It encourages deeper reflection on morality and freedom.
  1. What impact might this game have on young people’s relationship with European values and “The European way of life”?
  • By immersing players in a choice-driven narrative, our game highlights the significance of European values—such as democracy, freedom, and human rights—showing how these principles shape a just and thriving society, even when they are at risk of being overlooked by the newer generation.
  1. How does your game provide new interactions or experiences in/with culture?
  • Our game creates a new experience through a tense atmosphere, where the setting, sounds, and mod put pressure on the player.  It evokes a sense of powerlessness and constraint, reflecting how people in certain societies or situations may feel like they have no real choices." 
  1. From the team members on the group’s chosen culture/artwork and how it will be used as “material” to create a game for culture?
  • Our game is inspired by the dystopian art installation by Jonah Freeman & Justin Lowe at ARoS. Their work creates immersive, fragmented environments that distort reality, which we translate into our game’s oppressive atmosphere. We use sound, setting, and limited choices to reflect societal pressure and a sense of entrapment

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