Five keywords/-terms function as preconditions for
the creation of our game:
The game is a “Life Simulation Game”
The game is not allowed to make use of the mechanics “Compose and Control”
The game must make use of the mechanic “Catch”
The game should raise the emotion “furious”
The game should include the object “broom”
What kind of game would we like to design?
As a group we decided that we would like to design a game for mobile devices.
The game should be targeted on casual gamers. Therefore, it should include only
a handful of rules and two mechanics at most.
A first brainstorming resulted in ideas like:
- Forward moving vegetables are brushed and cleaned by the player while they are rotating around their main axis. Finally they are diving into the hungry mouths of vegetarians…and the player can only hope that they are spotless.
- The player offers to clean a neighbourhood. He promises four neighbours to clean their front yard, however, the only location to dump garbage are these front yards. Therefore, he must be aware of the vision of the (soon to be angry) neighbours
- Sweep little pets from the streets into sewers
- A mob is incited by news of the far-right newspaper “Der Eiserne Besen”
and is chasing minorities. - An angry broom called Greta wants to clean up the neighbourhood from sooth and CO2.
Finally, we decided to focus on a food-game.
VeggieVrenzy
In our game VeggieVrenzy the player hosts vegans and carnivores for dinner.
Vegetables and Meat is popping up on the table centre and rolling to the edges
of the table. The host receives points if a vegan dish hits a vegan throat or a meat
dish plunges into a carnivorous mouth. In order to achieve this he has to rotate the guests around the table. If he fails the guest vomit and he has to clean up the mess..