- I love a puzzle game and like high stakes competition games so this was something I really enjoyed, the learning curve compared to the time given seems difficult to overcome. Especially for people who have never used VR and have to get used to the mechanics, and it seems like having time to familiarize yourself with the different modules and puzzles would help immensely for this game.
- You are trying to keep yourself from exploding, so there is a countdown timer which is a fairly effective motivator for the right people, and there are also additional markers, like flashing red lights in the room, or strikes being counted on the bomb itself.
- I don’t know if it’s necessarily meant to be persuasive towards anything in particular. It feels more like an instructional, collaborative, team-building kind of game rather than persuasive. A game meant to test how you perform under pressure and take directions from others.
- To keep calm under pressure, and maybe make you more of aware of how you interact with others in a team setting, or how you react when taking directions from someone else. I haven’t really done a lot of VR gaming so a lot of the mechanics kind of stood out for me. It was a learning curve to figure out how to interact with the graphics themselves and then the objects inside the game, learning how to pick the bomb up and move it around, and then how to interact with the different modules.
- I was excited about the gameplay because I like games like that and puzzles, I wasn’t like tense or as stressed about the time limit as maybe the designers would want you to be, but I definitely still felt a sense of wanting to get the challenge done in time. I think I actually felt the most empathy for the people who had to give the instructions that seemed like the most stressful job.
- It doesn’t feel much like an activist game to me.
- Try not to blow up.
Be quick. Time is running out.
5,4,3,2,1.
5 game simulation ideas.
-Some sort of restaurant industry simulation, where you get to experience either being in the kitchen or a server, and get to deal with timed pressure scenarios, chaotic and dangerous surroundings, maybe intense authority figures, and a range of customers experiences that simulate real-life scenarios.
-A media literacy simulation where you are in charge of running a social media page, or like entertainment/news site. You are given options for things to post that could be light-hearted, humorous, feel good, real news, fake news, propaganda, or ads. So you can choose a specific vibe to curate on your site, or you could branch out and post a variety of things. But every time you post you get feedback, ratings, and an influence score from “viewers”. So it would track engagement, fact checks, and your growth.
-A game that highlights sensory issues with neurodivergence Players complete simple tasks but some players receive overwhelming instructions, some get conflicting rule, some can’t speak, or some must follow very rigid constraints. There could also be obstacles like amplified ambient sounds and noise, lights flicker, or NPC speech overlaps.
– A game that highlights how people of different genders, races, disabilities experience public spaces. Switch between perspectives within a populated city area during the day or maybe navigating city streets at night.
– A simulation that portrays either how certain people with privilege or influence can affect things. Or maybe its about the power of speaking out but when words are spoken certain avatars experience their words. Words expand into architecture, building bridges and pathways to move you forward and for other avatars words dissolve mid-air, echo but don’t land, build things much slower, or unstable architecture, make certain obstacles appear. - Fragment into static.
