Developing the lore: Moving along in my project, I have decided to delve into my game’s lore. Following the 16 November 2016 election, which would go on to be referred to as the “Reclamation date”, president Trump assumed power and promptly declared marshal law and ruled by decree. The following years of protest mirrored the civil unrest present in post 1934 Germany, with sparse but vocal protest. With the mysterious disappearance of the Trump’s detractors and opposition [Bernie Sanders Easter egg?], a new America was consolidated under a dictators rule. Quickly protests were quashed and public opinions shifted, Trump pioneered multiple civil engineering programs including the construction of the wall to the south, and elaborate cavernous catacombs inside the Rocky Mountains in preparation for a great nuclear war.
Sometime in the early 2020’s, following the entrenched fortification of the American people within the Rocky Mountain caverns, Trump in a state of immense boredom and awaiting nuclear war decided to rewriting the English language. Despite popular belief, Trump did not indeed know the “best words” and ended up reusing, “Trump” and “Trumpet” not just for male and female pronouns, but most nouns in general. ‘Dollars’ became ‘Trumps’, ‘days’ became ‘trumps’, and Trump’s henchmen whom patrolled the caverns were referred to as ‘Trumpoids’, possibly as a result of the brief [but profound] passion Donald developed for 1950 B-grade, Sci-fi films.
Given the independent and small scale production of the game, this narrative lore would be sporadically explored via objects and information the player comes upon in the world, rather then elaborate cut-scenes. As I’m producing a dossier and not a completed game, I am totally interested in further suggestions as to where the game’s story could go; is Trump actually immortal? Is all of earth a barren wasteland inhabited only by mutated animals? Did Poochie really die on his way back to his home planet??
With the excessive analogies to Nazism throughout my project, it seems fitting the characters cosmetic aesthetic should be mirrored upon the well documented style of mid-war Germany, as well as stylistic elements derived from post war, neo-fascism. In the realm of independent game design it appears that a defining aesthetic is imperative to success (McCrea, 2013), especially if my game project is rooted in a well-covered genre that can be seen as outdated in comparison to contemporary game design trends.
Hopefully the aesthetic discussed above, coupled with the games narrative is enough to set itself apart in the crowded, independent video game scene.
- McCrea, C 2013, ‘Australian Video Games: The Collapse and Reconstruction of an Industry’. Gaming Globally, p. 204, accessed 16 May 2016 <https://moodle.uowplatform.edu.au/pluginfile.php/547456/mod_resource/content/1/9781137006332.pdf>