I’m sure a lot of you have seen this video by now.
Imagine the Walking Dead as a mass multiplayer online game. That’s DayZ. You are placed into a zombie-infested world where you must learn to survive by finding food, forming alliances, and even hunting down other players. In fact, there’s not even that many zombies. It’s all one big psychological experiment.
Now go watch or play Journey by thatgamecompany. What do you think is similar about these two games?
That’s right. They both test a player’s morals and values in a virtual setting.
A study showed that when you place people into a virtual world, real-life rules do not apply. It is your job as an indie developer, especially in a mass multiplayer game, to define the news rules that they must abide to.
In the DayZ video above, the other player displayed true characteristics of a psychopath. The game allows this to happen by giving players the power to do things such as breaking legs, tying up their hands, and removing their clothes.
Now take Journey. Founder Jenova Chen said himself that based on initial prototype testing he would strip all game mechanics down to the most basic forms of collaboration. He introduced rules into the game such that people would only be able to “help” and talk amiably to each other.
In either case, these games were able to create the ultimate personalized experience by allowing players to convey their own values to other strangers and build a unique relationship (whether it be friendly or torturous).
Both these games are major inspirations to Dissonance for those reasons. Our portfolio of games will provide a personalized experience that challenge your individual values.