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This episode examines the emotional connection players have with dystopian games like Bioshock and Papers, Please, and how such narratives encourage critical thinking. We discuss essential research methods, tools like Google Scholar and Milanote, and player-feedback-driven design in games such as Mass Effect. Learn how research transforms gaming concepts into immersive, thought-provoking experiences.
Alys
So, I've been thinking about dystopian games, right? Why theyâre soâwhat's the wordâaddictive. Like, players donât just play them; they dive into them. Itâs like... thereâs this emotional pull.
Rhys
Absolutely. And itâs not just the thrill of survival or the bleakness of the world. Itâs, well, I think itâs how dystopias make us, you know, question things. Systems, values, ourselves.
Alys
Right? Itâs like theyâre holding up this giant mirror and saying, âHey, look at what happens when you ignore this or let that, you know, spiral out of control.â Itâs kinda genius. Like "Bioshock." Oh, my days.
Rhys
Ah, "Bioshock." A masterpiece. And if you look at the design process, it wasnât just about creating Rapture as a cool environment. Ken Levine and his team dove into Ayn Randâs philosophies, dissected objectivism, and made sure that every element of the game reflected those ideas. That level of research brought depth to the game.
Alys
Exactly! And the plasmid system? It wasn't just fun, it was like a nod to how power can, you know, corrupt and twist people. Oh, and "Papers, Please"? Gah! Like, youâre literally a border control officer, making decisions that feel soâ
Rhys
âweighted. Yeah. And Lucas Pope didnât just wing it. He researched bureaucracy, studied post-Soviet states, even observed how mundane systems crush peopleâs spirits. Thatâs the thing, Alys. These games arenât just dystopian because of the settingâtheyâre dystopian in every mechanic, every story choice.
Alys
Thatâs why they stick with us, right? They donât, like, spoon-feed ideas. They make you... feel things. Think things. Like, properly question your choices in the game. I mean, I remember my first dystopian obsessionâit wasnât even a game, though. It was "1984." Total rabbit hole moment. What about you?
Rhys
"1984" is a classic for sure. For me, it was more "Blade Runner." That atmosphere, the moral ambiguity, theâ
Alys
âthe replicants! Oh my gosh. I I feel like that film basically shaped half of modern game dystopias. Not just the aesthetic, you know, but the questions.
Rhys
Exactly. Itâs all about understanding those narratives, the layers. And when you start incorporating researchâexploring real-world ideologies, studying player psychologyâthatâs when you create unforgettable experiences. These are lessons every designer should take to heart.
Alys
Right? Research isnât just helpful. Itâs the backbone. Without it, youâre, like, guessing. But with it, youâre crafting worlds that make people feel alive.
Alys
Exactly, Rhys! Research is the backbone. But it makes me wonderâwhere does a designer even begin with all that? Like, whatâs the first step when youâre creating these worlds?
Rhys
Right. Research is, well, itâs what transforms a good idea into something incredible. And I think it, you know, it begins with the right tools. Like JSTOR or Google Scholarâtheyâre not just for academics. Theyâre amazing for digging into themes like dystopian fiction or social concepts that can inspire mechanics.
Alys
Oh, totally! And for designers, thereâs also stuff like Gamasutraânot just for tips but for seeing how others approach game worlds. I mean, itâs kinda a goldmine.
Rhys
Exactly. But tools are just one part of it. The methodsâthose matter just as much. Take surveys, for instance. Theyâre brilliant for getting player insights. Like, what do players want more of in, say, dystopian narratives? Or focus groups, where you can really dive into their reactions face-to-face. Google Forms or SurveyMonkey makes all that super easy.
Alys
Oh, and then, like, Milanote! Thatâs basically a lifesaver. You know, for organizing everythingâplayer feedback, cool mechanics, even random ideasâit keeps it all in one spot. Makes chaos look, you know, well, less chaotic.
Rhys
Exactly. And hereâs where research really proves its worth. Look at "Mass Effect," for instance. Bioware didnât just guess what players wanted; they actively listened. Feedback had a direct impact on designâeverything from character relationships to side quests.
Alys
Ugh, yes! That's why people still obsess over those games. I mean, the love for Garrus alone could power the internet. But seriously, itâs a perfect case of research paying off, right? You involve players early, and suddenly, the world feels... alive.
Rhys
Absolutely. Research isnât just about collecting data. Itâs about connecting with players, understanding what they value, and building from that. And when itâs done well, itâsâitâs almost like players shape the game alongside you.
Alys
Which is kinda the dream, right? Like, when a game really clicks with its audience, you know the research wasnât just well-done. It was absolutely essential.
Alys
Alright, so we know research is like the secret ingredient, and weâve talked about the tools and methodsâbut hereâs whatâs on my mind: how do you take all that and actually shape it into a game? Like, whatâs that transformation process?
Rhys
Thatâs the tricky part, isnât it? Itâs all about iteration. Using those insights to shape your mechanics, your narrative... even your aesthetics. And this is where something like Milanote becomes invaluable. You can map your ideas, connect concepts, and always have a clear view of your projectâs direction.
Alys
Right? Itâs likeâokay, imagine youâre brainstorming character arcs. You could have their backstory over here, gameplay mechanics tied to them over there, and, like, tiny sticky notes for plot twists in between. Itâs all organized but somehow still creative chaos.
Rhys
Exactly. But itâs not just about organizingâitâs about capturing. Whether youâre sketching environments, recording player feedback, or, you know, jotting down those aha-moments, having everything accessible for revisions is crucial. Games evolve as you develop them. Documentation keeps you grounded while letting you experiment.
Alys
Ooh, like that time you were telling me about "Black Mirror" episodes. Theyâve got this way ofâwhatâs the wordâreshaping your perspective. Itâs not just the stories, but how theyâre framed and delivered. It's such a big deal for player perception.
Rhys
Thatâs a great example. "Black Mirror" plays with familiar realities, but it twists them just enough to make viewers uncomfortableâand hooked. Thatâs exactly what you want in a dystopian game. Research can help you find those subtle angles, the details that make something hit harder emotionally.
Alys
And players notice, right? Like, when a story reflects those little societal âwhat-ifs,â it sticks. Itâs not just a game anymore; itâs a commentary. And itâs all because the devs did their homework.
Rhys
Exactly. Itâs about making players think, feel, and question. With well-researched mechanics and narratives, youâre giving them more than entertainmentâyouâre giving them an experience. And at the end of the day, thatâs what weâre aiming for as designers.
Alys
Yeah, weâre not just building games. Weâre building worlds people care about, wrestle with, and remember. And with research? Youâre basically giving those worlds a soul.
Rhys
On that note, I think weâve covered a lot today. From the pull of dystopian narratives to the nuts and bolts of research. Itâs been a great chat.
Alys
Oh, for sure. Thanks for listening, everyone! Keep playing, keep creatingâand letâs make some amazing worlds out there.
Chapters (3)
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Dive into dystopian worlds! Craft your own game, from concept to Games Design Document. We'll dissect existing games, research player desires, master design tools (Aseprite, Smack Studio, FL Studio), and analyse mediaâs impact. Explore critical perspectives, contextual awareness, and refine your skills via weekly vlogs. Unleash your vision!
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