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The construction of the "other"

Game Concept

The Construction Of The “Other”, And Why It Matters

Human understanding of diseases has changed from confusion and the simple fear of death to romantic or obscene personality labels, racism, political vehicles, and ideological struggles.


The common denominator in the current and past epidemics of various "diseases" (both physical and spiritual) is the construction of the "other." This construction is accomplished through "metaphors," judging individuals and communities by the "illness" they carry or are perceived to be carrying.


After the completion of division comes isolation, achieved through concentration camps, sanatoriums, and quarantine hotels and shelter hospitals of today.


How has this isolation shaped humanity?


This isolation has dictated changes in intimate relationships, a culture of self-interest, a "Darwinian" view of natural and social selection, and an antagonistic view of the "tainted outsider."


This is history in the making, and like in the past, we are surprisingly oblivious and have seemingly learned nothing.
The fact is that everyone is wrapped up in the times.

There is no "other", only "us".

Keywords: Illness as Metaphors | Multi-Ending | Hidden Pass
Core gameplay: RPG | 2D Top-Down | Combat | Puzzle Element

Note: All metaphors in this game design are deliberately ironic; there should be no metaphors for any disease, the game hopes that players can realize the wrong metaphors that they are not aware of in life.

Visual

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Core Gameplay

There are two methods to pass the game:

"Attack or Approach"

But there is only one way to save, which is to break the construction of the OTHER and build OUR alliance.

Attack

Player's choice

Approach

Players need to confront patients with different diseases according to the will of Dr. Schnabel, so that they can never leave their situation and contaminate the rest of the world.

Find hints of an alternative pass from various dialogues, clues, key events, etc. 
Dodge patient attacks to make contact with them and thus save them.

The closer the player gets, the slower the patient's attack will be, and finally, the attack will stop.

Player Agency:
Every choice makes a difference

This game unfolds the story of a disease-filled world where people are placed into hostile factions according to the specific illness they harbor.
The game attempts to make the player aware of the existence and influence of metaphors in reality in several ways, from the division of chapters and levels, the design of environments and characters, and the occurrence of interactive narratives, allowing the player to make their own choices through the core gameplay.

Two Choices

​Framework

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Player Journey

Commission For Attack Method

The Attack method is explicitly given in the opening instructions from Dr. Schnabel and throughout the gameplay using a commanding, assertive tone.

Hidden Clues For Approaching Method

The Approach method is a hidden pass. The game uses the environmental narrative (interactive objects) and the characters' dialogue during player interaction to suggest to the player that the Attack method does not seem to be the only way to reach the end.

Interactive Objects

Characters' Dialogue

Ture / Fake Ending

Each level has a fixed number of small objects, and players will get one for every patient they kill or save.It may be a photo, postcard, diary, etc. The small objects you get for killing someone are incomplete, for example, a photo of a violin contest with the patient himself missing. Implies being deprived of a normal life.

​Chapter 1

STDs

Metaphors: 
An oracle, An apocalypse.

Design Moodboard:
Filth, liquid, lust, desire, depravity.

​Chapter 2

Mental illness

Metaphors
A personality symbol, a status class, a level of intelligence.

Design Moodboard:
Aristocratic psychosis. Neuroticism. Vulnerability. Excuse for indulgence. Hypocrisy.

​Chapter 3

Pandemic diseases

Metaphors
Even a political ideology, a political struggle, a tool of ruling.

Design Moodboard:
Danger. Political. Conspiracy. Selfishness. Distrustful. Insecure. Uncertainty.

Characters

Protagonist

The player plays the role. A messenger commissioned by Dr. Schnabel to come to these three places to control the disease and prevent its spillover.

The Mask Man

Enemy (Patients)

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They are patients with AIDS, sexually transmitted diseases. They appear in the first place and the first chapter of the game. They represent evil, filth, and misdemeanor.

The Swamp Patients

The Paradise Patients

They are patients with mental illness, pneumonia, and syphilis. They appear in second place, which is the second chapter of the game. They represent self-exile, emotional richness (melancholy), soul salvation, and somehow moral high ground.

They are patients of pandemic respiratory diseases. They appear in third place, which is the game's third chapter. They represent Self-interest and ideological control.

The Isolation Patients

NPC

Dr. Schnabel is a controlling, commanding figure. At the beginning of the game, he will give you the "honorable" task of going to three places to control the patients so that the disease does not spread to other places. He will also leave command notes in various parts of the game, asking you to follow his instructions.

Dr. Schnabel

The Dancing Skeleton

Dancing skeletons are NPCs that appear in the second chapter. They will throw their skulls at you so you can't get near the patients in this chapter while yelling, "We’re celebrating death!"

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