Daily Design: Day 323

Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on randomly generated words. Today, they are;

Bomb, Glass and Disease.

As such, the game I’ve designed today is…

Quarantine Quandry

quarantine-zone-last-of-us-naughty-dog_1600x774_marked.jpg

Quarantine Quandy is a game in which a large part of some undisclosed major city has come under quarantine, and for some reason somebody’s trying to breach the quarantine with a bomb.

It’s a two player multiplayer game, in which each of the two roles has a vastly different role to play. One player is inside the quarantine zone, and is completely separated from the other by a thick glass wall. The game is in first-person, and there’s a small area inside the quarantine zone that contains instructions on disabling the bomb, for some reason.

This means that only one player can actually see how to disable the bomb, with the obvious problem that they can’t actually reach it to defuse it. As such, they have to tell the other player what to do – only, of course, the quarantine border is also sound-proof. Instead, the player inside the quarantine zone has to use their trusty laser pointer to direct the other player on how the bomb can be defused. In other words, all they can do is run off to look at how the bomb is defused, then come back and point a laser pointer. Players can always cheat by using voice chat, but that’s up to them.

The other player – outside the zone – can defuse the bomb by interacting with in various ways, such as flipping switches, dialing combinations and cutting wires. A wrong move can cause it to detonate, and they’re on the clock – but the other player using a laser pointer isn’t much help with deciphering numerical combinations.

So, the second player – that is, the one defusing the bomb – also has access to a whiteboard, which they can draw on freehand. It’s up to them to figure out what to draw and how the laser pointer can help them. For example, drawing 0 – 9 could help with decipher the numerical code, though when the other player can only point, it can be hard to communicate.

That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept. 

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