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Game Proposal Alfonso Arellano
Game Proposal Alfonso Arellano
If I were to design a game that would highlight some of the many plights of the world. There
would be a few ways in which I would go about it. If I wanted it to reach as many people as
possible, for sure it would have to be a mobile game. One that can be quickly picked up and go
yet keep users engaged. The game that immediately came to mind was the mobile RPG Reigns
on Ios. In Reigns, you play as a monarch that has to manage their kingdom. This also means
keeping the balance of power in check. In reigns that would mean the army, the people, the
church, and the treasury to fund anything. The game mechanically functions a lot like tinder. In
the game, you are presented with cards that present you with a given situation, from that point as
a monarch you have to swipe left or right to make a decision on it that will affect your standing
amongst the four stakeholders in your reign. One has to manage them in order to not lose power
to any of them. Each stakeholder is also associated with a bar to show their standing over you. If
the bar is too low that means that they are discontent and may potentially plan to overthrow you.
If the bar is too high then they may feel overly opportunistic and may plan to usurp you. In this
game, the stakeholder is not allowed to be discontent nor are they allowed to be given too much
power. Each decision you make in the game will move their bars either up or down depending on
the situation. In order for the player to be a successful monarch then you must be able to keep all
powers perfectly balanced. There are many other spinoffs and bootlegs of this type of game but
the core structure of it always stays intact, so it is possible to work this into other settings. I think
that this is a great base to build upon teaching the world about the importance of good
governance.
For my game, I want to use the Reigns gameplay mechanics as a base. The setting would be
changed to a newly elected governor in some unnamed province of the Philippines. As for the
stakeholders that I would have to appease I think a good substitute would be the police for the
army, corporations for the church, and the treasury would stay the same. I also think it would be
a good idea to see the population bar split into rural and urban to see how they respond to
different events and policy decisions just like in real life. The masses in rural areas would more
likely be farmers, and fishermen, gathered together in little villages and communities, while the
urban masses would be white-collar workers, exposed to many different people and ideas, etc.
Another mechanic that I would like to add would be natural disasters. Since they are so prevalent
here in the Philippines it only feels right to add them here. Different natural disasters would
affect different people. For example, earthquakes would greatly affect people living in urban
areas where there are taller buildings compared to people in rural areas. Likewise, floods would
greatly affect rural people more since they are more likely to be farmers and have their whole
lively hoods destroyed. Another game mechanic I would change would be the bar caps for the
treasury or either urban or rural people get too high it does not result in a game over. Instead, you
can be rewarded with a power-up depending on which one is filled up first. If the treasure bar is
maxed out then you gain a power-up of a budget surplus. With this power-up, you can mitigate
the effects of natural disasters on people. With either of the people, bars maxed out you get the
people's choice power up. This allows you to make mitigate the effects of decisions that
downwardly affect the police or corporation. Decisions such as increasing taxes for corporations
or decreasing the budget of the police. Once you have the power up of you cannot receive
another one of the same types for the next 20 or so turns. This is just to balance out the game and
prevent abusing the mechanic. With regards to the remaining two bars, police and corporations,
they will remain the same as the original to symbolize not giving too much power to both, acting
tone and diving into much more controversial and deeper topics would not be right for this type
of game. Given that game is a mobile game meant to be easily accessible and ready to be played
anywhere, I feel like touching on more serious topics would not be doing them justice given
what we are working with. The scenarios that would be presented to the player would have them
deal with whether or not to increase taxes on corporations or the people in order to fill up the
wealth bar. Another scenario could be whether to increase the wages of teachers, which could
greatly benefit both rural and urban communities but will significantly lower the wealth bar
possibly preventing the player from investing in another project. I want the game to strike a
balance between fun and quirky while also being educational, and sincere.
The player will not only be exposed to the issues of governance here in the Philippines but, will
also be exposed to other issues faced in the country as well, issues such as police violence,
poverty, natural disasters, dynastic political families, etc. I think this would help drive the
importance of good governance and how impactful the decision made from that level of power is
to the people because it actually places them in a simulation of what it feels like to wield such
power. The game in about making decisions and dealing with the consequences of those
decisions. Players are forced to see the impact of each type of decision and most discerning on
how to move forward from where they are. Hopefully, this game can inspire people to vote for
people who actually make good decisions and have a background in good governance.