top of page

Game structure example

Kratos Therapy

​

Game genre: action game/visual novel

Team Members: 4

Time Development: 2 weeks

​

Pitch: In Kratos Therapy, you play as a familiar protagonist. As a returning soldier from war, you suffer from PTSD syndrome. You struggle with a recurrent nightmare, a circle of violence in which you seem to be forever trapped. Hopefully your therapy sessions may help you find a way to a more peaceful life.

​

Design Focus -> How to make a meaningful game structure that reinforces the stakes of the game ? 

​

  • God of War's reinterpretation, inspired by Mary Flanagan's Critical Play and Ian Boghost's rhethorical mechanics -> we took a AAA game to make a thought-provoking game, that inspires questions to the players

  • 2 phases gameplay with a mirror structure -> each phase pushes the idea further of the other one, the two phases dialoguing with each other

The "Catch" phase

​

Objective: get out of the circle of violence

ref: Mythologies, Roland Barthes

The "Therapy" phase

​

Objective: get out of the circle of violence

ref: The Body keeps the score, Bessel van der Kolk

What: Kratos is facing his worst ennemies in a never-ending nightmare.

Why: His violence and his trauma are expressed  as an outlet through the representation of a catch fight

How: Stop playing, by refusing to fight, the nightmare come to an end and the next therapy session can start -> we experimented with the expressiveness of the rhethoric of failure to create a strinking revelation to the player

What: Kratos is asked to go to a therapy session by his son. Once facing his therapist, Kratos remains silent and the dialog is going around in circle.

Why: A therapist's work is to help their patients to get out of their spiral of thoughts, as a player, you will participate in this exercise

How: By getting a new point of view, you can unlock repressed memories and express silenced words -> watch your surroundings and click on the iteractive item in the library

Kratos Therapy_edited.jpg
Kratos Therapy2.jpg

To get out of the structure of the game is to help Kratos leaves his own circle of violence ! We use this "leitmotiv" in different layers of the game : in the mecanics and in the structure to create a cohesive experience to the players

Video Demo

bottom of page