Due to the various issues impacting the contemporary world, it has been difficult to decide what topic to use when creating a radical/persuasive game. Initially, I was drawn to critique the tendency of video games to be marketed toward men, and the consequential effect this has had on the video game industry. This would have been explored via an alternative history, where video game companies in the 1980s decided to target girls over boys. The player character would be male, and the game would follow his experience as a male who is drawn towards video games in a world where that interest is dominated by females. It would start in the 1980s with the player character as a young boy who enjoys video games even though they are designed for girls (eg this universe’s version of Duck Hunt is Duck Farm where players are tasked with raising ducks, reflecting the feminine-associated trait of nurturing). The later parts of the game would follow the player character as he tries to pursue a career in the video game industry, which in this world is dominated by women. However, as I thought more about how the mechanics would work, I realized this concept might work better as a piece of interactive fiction or a short story. Apart from exploring the world and talking to other characters, there wasn’t much potential to develop game mechanics with the time frame available.
The second idea I had was a game where players must get past a group of protesters. Originally I had envisioned this taking place in front of a Planned Parenthood, due to the recent laws that have restricted abortion rights. The gameplay would involve the player character trying to get through the anti-abortion protestors to go in for a pelvic examination, or another non-abortion service Planned Parenthood provides. In terms of mechanics, there were several ideas I had in mind. One was platforming or traveling through a maze that was the parking lot, avoiding the protestors who would force you to lose health or start over. This would demonstrate how anti-abortion protesters make life difficult for people and can make people who go to Planned Parenthood feel in danger.
Since the protester-game mechanic seemed like a better mechanic than the one for the alternative history idea, it seemed like the one I would pursue. However, after mentioning these two ideas in class and on Discord I was approached by other people interested in forming a team. While getting to know each other it came up that all of us have a dislike of Karens, which led to the idea of having one of the protesters be a Karen. This led to the idea that it would be fun to be able to play as or against a Karen. After discussing it in a group meeting, this idea evolved into the game we are currently in the process of making: a fighting game between a Karen and a barista. While on the surface humorous, the subject matter is reflective of how service industry workers are often treated poorly. To emphasize this, one of our mechanics is for every hit Karen serves she gains 5 to 10 times more points than if the barista hits her. The key inputs for the barista are also more spaced out than the ones for Karen, making it easier for Karen to hit more often. In addition to this, Karen has double the number of attacks that the barista does. This leads to a game that while technically possible to win as the barista is, like so many things for the Boomer generation, heavily tilted in Karen’s favor. Hopefully after players experience Ultimate Karen Smackdown (working title) they will treat service workers with more respect and empathy.