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Made with Clickteam Fusion 2.5

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Eclipse

An anti-utopian game. Players take on the role of state propaganda employees and choose to broadcast real news or fake news to control national support for the government. Choosing to play by the rules or rebelling? Perhaps it will all end the same way.
 

Screenshots

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In a country similar to the one depicted in 1984. The government creates solar eclipses that only this country can observe, once a week, by means of giant satellites. The country gains the public's trust in the Ministry of Propaganda by broadcasting it on time. This helps the country build prestige and also helps boost trust in the propaganda ministry's fake news.

At the same time, the country created a culture of solar eclipses, associating them with the strength of the nation and the greatness of its leaders.

You're a newly hired propaganda employee who brainwashes the public by broadcasting news that benefits the country on a daily basis.

But as you go about your work, you gradually realize that it may not be so simple after all. The purpose of the giant satellite is not to monitor the enemy country, but to monitor his own people.

More and more people are inexplicably disappearing. Are you starting to panic?

What should you really choose? Is it to fight back; or to settle down and wait for the fate of being completely controlled.

Design Ducument

The game has gone through three iterations.

Prototype 1.0(paper prototype)

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1.Select news

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REAL NEWS
OR
FAKE NEWS

REAL NEWS
OR
FAKE NEWS

REAL NEWS
OR
FAKE NEWS

WEEKLY
TASK 

​xxxx

Click to change the contents

At the beginning of each week, a random publicity mission is issued, such as Birth Control

Players are required to broadcast three news stories per day.

Fake news can increase support for the weekly propaganda task, while broadcasting too much fake news can lead to an increase in revelation rates.

The bottom right corner of each news item will be labeled with the approval and disapproval values.

But this was removed in the second prototype. Because it made the player stop paying attention to the news content and make choices based only on data. This phenomenon, even though it may be considered a "realistic" design, detracts from the player's experience.

2.Night Task

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Each night you can choose to implement a secret mission. For example, blocking the exposer's social media accounts or bribing the mob. This can be used to reduce disclosure rate or increase support rate. 
Players can only perform the same task once a week.

But this type of play doesn't add to the player's enjoyment. First of all, there is no money system and therefore no scarcity. Secondly, I would like to see the night quests differentiate themselves from the day quests and represent the will of a person rather than the will of a employee.
In later versions, it was replaced by a more interactive and autonomous mechanism.

Prototype 2.0(2D prototype)
Made with Clickteam Fusion2.5

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Daytime play remains unchanged.

1.Select news

Use a light background for real news and a dark background for fake news to reflect the difference.

The values of the news are hidden, which urges the player to read what the news is about.

Art Design

Daytime: olive green, white.
half-tone screen
realistic

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2.Night Task

Art Design

Night Time: mauve, dark gray
half-tone screen

 

The nighttime event was overhauled.Players can choose to go wandering around the city at night. Each area has a chance of triggering an event, related to the current propaganda task.

Different events trigger different mini-games

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This change was made to enhance the player's sense of self-determination in the game. And combined with the progression of propaganda, it gives the player a greater sense of moral agency.

Prototype 3.0(3D prototype)
Made with Unity

1.Select news

Daytime events changed. the old weekly tasks were removed and the player's task became to increase the population's loyalty to the state.

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In a country similar to the one depicted in 1984. The government creates solar eclipses that only this country can observe, once a week, by means of giant satellites. The country gains the public's trust in the Ministry of Propaganda by broadcasting it on time. This helps the country build prestige and also helps boost trust in the propaganda ministry's fake news.

And a new weekly task has been added to broadcast the eclipse on time.

2. Way to Home

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This is a new addition to this prototype, adding a segment where the protagonist walks home from his place of work. During the process people can be heard talking about the recent news. And one can also hear something about the epitome of a state secret.


The segment is meant to add to the immersion of the player, with the same expectations as the nightly design of the last prototype.

2.Night Task

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Night uses the basic logic of Night from the first prototype design, but adds a money system. This makes it necessary for every option to be chosen economically.

Also, through the option "Tidbits", the player can get information about secrets of the boss, secrets of the state, etc., which will motivate the player to make moral choices in the main game.

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At night players can call their supervisors or hackers to ask for their services.

Art Design

In the third prototype, I followed the color scheme of the second prototype. And created a cartoon style shader with textures.

I placed portraits of the leaders of this fictional country as well as the coat of arms in various places in the game. Creating a cold and serious anti-utopian world for the player.

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