Game Design Notes

Inaccessible

The Core Concept: Empathy Through Gameplay The central idea of forcing a player to navigate a world with a disability is a powerful tool for building empathy. By directly putting the player in a challenging situation and having them experience the world from a different perspective, the game moves beyond a simple entertainment product and becomes a vehicle for understanding and social commentary.

Strengths of the "New Idea" (VR Wheelchair):

  • VR Immersion: The use of VR is perfect for this concept. It allows for a first-person, highly immersive experience that can accurately simulate the physical and mental challenges of navigating an inaccessible world. The player will feel the frustration, the struggle, and the eventual triumph in a very visceral way.

  • Narrative Through Environment: The progression from areas with some accessibility to less and less accessibility tells a story through the environment itself. The world is the primary antagonist, and the lack of built-in accessibility becomes the main "boss" the player has to overcome.

  • The Social Commentary: The detail about people making fun of the player's handicap is a very raw and difficult but important element. It introduces a social and psychological layer to the game, forcing the player to confront not just physical obstacles, but also social prejudices. The choice to either run them over or interact in other ways provides the player with a sense of agency and a moral dilemma.

  • A New Form of Challenge: The challenge isn't about traditional combat or puzzles, but about creative problem-solving and perseverance. How do you get up a flight of stairs? How do you cross a busy street without a ramp? The game becomes a puzzle box of real-world obstacles.

Potential for Nuance and Depth:

  • Positive Interactions: To balance the negative interactions, you could include people who are genuinely helpful, providing a moment of relief and a sense of community. This would highlight the kindness that exists alongside the cruelty.

  • Emotional Arc: The game could have a powerful emotional arc, starting with frustration and ending with a sense of mastery and empowerment. The player's journey would be one of learning to navigate a difficult world and finding their own way to succeed despite the challenges.

  • Varied Handicaps: While the wheelchair concept is strong, you could potentially have different playthroughs with other physical or even mental handicaps, each offering a unique set of challenges and perspectives. For example, a character with a hearing impairment would have to deal with sound-based puzzles or communication issues.

  • Accessible Areas: Areas that are actually designed with accessibility in mind should be such a relief and be appreciated by the player to point out their value in this experience.