Submissions by ianmoh tagged end-of-the-world

It's the end of the world - or exactly 30 seconds until that happens. There's no running from a global nuclear holocaust, nor is there any reason to cry about it. So from this, a game is proposed - who can last the longest?

A social media game where your player is placed in a randomly generated room, and with 30 seconds you must survive a nuclear explosion longest.

The rooms will be typical suburban and urban civilian areas like kitchens, cafes, hotel lobbies - Rendered in 3d. The Player's H.U.D. has only a timer that counts down. Your player avatar is also randomly generated - a pizza delivery person, a nun, the prime minister. Their movement is a reflected by their gender, body size etc. Controls accommodate typical human movement and physics - running, jumping, grabbing and moving objects.

You aren't allowed to leave the immediate vicinity of the area you were assigned to, but it is left open to you to be creative with your surroundings and what is available to you.

Your results are posted on a leader board with your name, the room you were assigned, the milliseconds you lasted since the countdown before annihilation, and a snapshot of what you looked like prior.

Platform: PC/ MAC using the Facebook API.
Target Audience: Mature audiences (violence and disturbing content)
The controls: A QWERTY keyboard:
- Arrows for directional movement.
- Spacebar to jump/ grab onto/ push objects. Hold while moving to run.
- Shift to interact with fixtures (turn on taps, open cupboard doors)
- WASD to look up/down & left/right.

Reference Image:
http://www.yelp.com/biz_photos/los-angeles-art-sho...

"This is how the world ends,
Not with a bang but with a whimper"

- T.S. Elliot

'Crawl' is Second Life meets Dawn of the Dead.

Set in a world where humanity faces a global cataclysmic apocalypse, but at a time when absolutely nothing is amiss.
A post-apocalyptic scenario, set pre-apocalypse.

This game begins as an erie reflection of own, with no jarring, epic moment acting as a crescendo to usher in the apocalypse. Players take control of one of many protagonists going about their daily life. The main characters daily routine is presented as completely and unassumingly normal - go to work, pay the bills, going to dinner with their normal, law-abiding friends.

It is through this point of view that we uncover the mystery behind this end-of-world scenario, and experience the onset in a slow, monotonous crawl.

It is not made obvious what this world-ending apocalypse is. But through their interactions and choices, players, immerse in the daily monotony of this real-world simulation, and begin to find subtle hints that something serious is amiss as this multi-branching storyline progresses. It may be strange behavior of your local fellow citizens, or noticeable numbers of coworkers that don't turn up to work. Or news reports of unknown international conflict that nobody is talking about.

In a third-person sense, the player understand this games' apocalyptic genre, but are not made aware of anything. So although players have full control over their characters choices in this open-world, they're are giving no obvious clues on how to prepare.

Players experience a narrative about how the world might end, not through the lens of a writer for a hollywood blockbuster, but from the point of view of townsperson #5456; somebody without unique superhuman abilities, or a compelling backstory; someone normal.


Platform: Mac and PC on a Desktop with a high-speed internet connection.

Gameplay Mechanics: An open-world, MMORPG that controls the life of a character as they uncover/experience the unfoldings of the end of the world.

Target audience: 18+ teens and adults with a curiosity about realistic eschatology.

Reference image:
http://editorial.designtaxi.com/news-city2508