Game Log 2 - Play


Game Log 2: Play

To-Do List to itch.io

Add description of the game submission with these elements:

Game Description

  • Which cultural values and cultural/societal theme are part of your game?
  • How does your game communicate these cultural values/theme?
  • What interactions, stories and emotions do you want players to experience? Does the player take anything away from the game?
  • How will your game create a “Cultural gameworld” and “empowering gameplay”?

Reflect on how, in your different roles, you are including your chosen values, cultural heritage, game type and cultural/societal theme as core elements in your game’s aesthetics, story, design, and interaction. Consider how these elements are being used in ways that are meaningful, surprising, or innovative.

Storyteller: Since the values we decided to focus on were democracy and, to some extent, human dignity/freedom, the game is structured in a way that the power lies in the player to determine the fate of the country. It gives the illusion that the player has a voice and is why democracy is important, but the way it shows its importance is by showing the danger of a totalitarian power––that having the player be the sole decider of things has severe consequences for how the world becomes. Furthermore, the way this also incorporates cultural heritage is through cultural stories by bringing in historical events that has shaped Denmark into being the country it is today, and has therefore influenced Danish culture. All these elements play together to create a game that is both surprising and thought-provoking by making people realize how much power it is if it all lies in one person, how dangerous it is and is why democracy is worth cherishing because it gives people a voice and a shared responsibility, instead of making the sole reason for things happening.

Designer: The way cultural heritage, specifically cultural stories, are incorporated when working with the designer role is through the different artefacts/symbols that the player has to choose between. They are objects that may seem random at first but have a whole historical event connected to it. An example is the coin––it’s a symbol that is often associated with money but in this case if the player chooses this option, the state becomes nearly bankrupt. Therefore they carry great symbolism and that is how the designer tries to incorporate these historical events by creating objects that symbolize them.

Artist: The artist works on shaping the mood and the atmosphere of the game, and since we wanted to have a dystopian vibe, that is what we intended to create, and for the overall mood of the game to be like that.

After presenting to the Expert Council, summarise your overall game concept that integrates your chosen values, cultural heritage, game type, and cultural/societal theme.

  • What new experiences or interactions are you trying to achieve? Why is your game unique and significant in terms of culture, gameplay, and empowered participation?
  • Explain what sets your gameplay and player experience apart from other games and include brief reflections from the team members on their roles as culture-makers and their approach to creating a game for culture. 
  • Identify key areas of focus for the next phase in creating a compelling game for culture. Provide short reflections from the team members on how they plan to advance the game concept through working in their approach to creating a game for culture.
  • Include visual/written documentation from the Play phase and your methods, as well as of Expert Council Presentation & Feedback Capture Grid.

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