Daily Design: Day 9
Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on three randomly generated words. Today, they are;
Hell, Process and Properly.
As such, the game I’ve designed today is…
Giving Hell is a management game, where the player is tasked with deciding who goes to hell, and where. They’re presented with one soul at a time, as well as their sins, and have to decide where to send them.
Hell is broken into 9 circles, with 1 being the least severe and 9 being reserved for serial killers, cannibals and people who chew with their mouths open.
Once presented with a soul (and their sin), the player decides where to send them, remembering that each circle can only hold so many souls at once. As such, it’s the role of the player to judge each soul accordingly, so they don’t condemn souls to the wrong circle just because others happen to be full.
Circles eventually consume souls, opening a spot for newcomers. As such, players that accurately judge souls will be able to treat souls fairly, condemning them to inconceivable brutality at rates suitable to their horrendous crimes (sounds like fun to me!).
While it’s a relatively simple game that would work well on tablets and phones, it has a major issue or two even at this earliest of stages – namely, it’s a game built entirely around morality and moral decisions, and the morals of the developers may differ from that of the players (or more accurately, will differ).
This means that we’d essentially be punishing players for having different worldviews from us. Some of these could be easy – stealing pants is obviously a less severe crime than genocide – but it’s clearly going to get muddy in certain areas (which is what the challenge of the game is built around).
Still, it’d be an interesting experiment, as well as a fairly easy game to build. As such, I think it’d be a worthwhile development, though I’d expect problems (as with all projects).
That’s it! Thanks for reading. Check back tomorrow for more.