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Frostpunk in Arfica - Mikołaj Bębenek

The document proposes changing the setting of the game Frostpunk to be located in Africa. Some key changes suggested include: 1. Replacing the heat-providing generator in Frostpunk with a more realistic central building like a chieftain's house or water well. 2. Changing resources from coal and food to things like water, metal, and medicine which would be traded or extracted. 3. Introducing diplomacy mechanics where the player can negotiate with representations of countries and political powers. 4. Maintaining laws and policies but introducing new branches related to modern African issues like resource management and cultural values.
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0% found this document useful (0 votes)
24 views4 pages

Frostpunk in Arfica - Mikołaj Bębenek

The document proposes changing the setting of the game Frostpunk to be located in Africa. Some key changes suggested include: 1. Replacing the heat-providing generator in Frostpunk with a more realistic central building like a chieftain's house or water well. 2. Changing resources from coal and food to things like water, metal, and medicine which would be traded or extracted. 3. Introducing diplomacy mechanics where the player can negotiate with representations of countries and political powers. 4. Maintaining laws and policies but introducing new branches related to modern African issues like resource management and cultural values.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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‘Frostpunk in Arfica’

Fictional survival regarding unpretending modern reality.

The ‘Frostpunk’ throughout five last years has gained much popularity amidst gamers,
especially the ones who like Real Time Strategies. As we could expect from ‘11bit Studios’ –
makers of also very famous ‘This War of Mine’ - the game itself focuses on management of
people and resources while also showing cruel nature of life and living of certain people. It is not
grey masses of workers that are managed but living people who have their needs, can become
outraged, lose hope, become sick or even die. So, when asked to choose the game that, when
changed, could be the most eligible of changing for the purposes of serious games industry it is
the ‘Frostpunk’ that comes to mind. There is also the question of setting. In what new
circumstances shall the game be placed? What could be the proper setting for enhancing the
‘Frostpunk’ experience and gameplay? What could help it become more serious?

After some time spent on thinking about the topic, it is certain that the setting of the
game could be changed to a contrary state. What if, instead of poignant frost, players
encountered unbearable heat? So then – Africa. As native residents of the continent, people of
Africa are challenged on every day basis with various problems. And not only heat-related. So
now the question can be ask “how” the game should be changed?

First things first – the map. What is characteristic of ‘Frostpunk’ is its map. In a big hole in
the ground we manage a city around a great generator that heats gradually every following
circle-zone. This is crucial for survival since, as it can be easily imagined, people simply die in
temperature of -180° Celsius. However, game DLCs also introduce new maps and mechanics that
do not focus on the generator itself, although still maintaining characteristic circle-like mechanic
of raising new buildings. The reason this is mentioned is because, while trying to change the
gameplay for more serious, it is obviously the most distinct aspect of the game. So how could it
be changed? By changing heat-providing generator into something more real. For instance, it
could be something of the like of a chieftain house. It is known that many African tribes still
cultivate their culture so it is safe to assume that this would be most important building. It could
also be replaced by a well or some kind of water distributor if we want to keep as close to the
core mechanics as possible while maintaining modern theme. The important buildings still could
be managed in circular way around the centre.

Secondly, the temperature. It would not be much of a fuss to implement the opposite
mechanics of saving people from high temperatures. The mechanics would be as simple as in the
‘Frostpunk’ which is: the temperature would rise from time to time and as the players progress
in the game they would had to think about future days and how to prepare for incoming
problems. So all in all, not be much would changed beside turning the temperature in opposite
way.

The next feature of the game that could be changed are the resources. Not so much the
mechanics of managing people to get them but the kinds of the resources themselves. For
example, in ‘Frostpunk’ the most important resources are coal and food (obviously). Without
them everyone will die. So instead of coal, water could be the resource to be extracted. Instead
of hunting for food and getting wood there could be trading for metal (instead of mining it), and
there would a new trade, exchanging or buying medicine (the infirmary could be eliminated for
purposes of getting this medicine).

While we are at resources, the new mechanics of trade could be introduced. With that
diplomacy as well. To simplify it, it might – mechanically – work in the same way as in, for
example, ‘Rome 2 Total War’ game. The panel or button for the map would, instead of separate
countries, show the main political powers as European Union, United States, China or Russia.
Another possibility could also be more individual and most influential countries of the continent
of Africa on the map. There could be a possibility to see those powers’ opinions about the
players – the fictional tribe (probably). The opinion of those countries could be changed by
managing certain political policies that would influence the tribe and its people. Beside fighting
for influence - that would reward us with certain power-assigned new possibilities or simply
reward such us a resource – it could be possible to trade with those powers for resources or
specialists, which would normally not be available. What is more, every main political power
could have certain political interests in the players’ area that should be discovered in order to
negotiate more beneficial deals.

The diplomacy mechanics could be introduced in place of researchers’ building in


‘Frostpunk’. It could be necessary to build an embassy to be in touch with the ambassadors and
with some cost (maybe in natural valuable resources like gold, oil or gemstones) negotiate new
technologies and updates for abstracting water and more resources.

In case of laws, which are an integral part of ‘Frostpunk’ gameplay as well as the core
mechanics of enforcing them it would not need to be changed. It would be required to
accommodate them into the new context but, overall, the mechanics unlocking new possibilities,
but also changing the mood of the people, is vital and very well done in the original game so
there would be no need for changing them anyhow. There could be new policy trees introduced,
including political issues and those connected to modern problems like weapon distribution,
resource managing, staying with own cultural values or implementing those from the east and
west (that could be two different branches with global consequences).

While the topic of law is discussed, it is important to mention mechanics of hope and
discontent. The discontent bar could be left, the hope bar should be replaced or eliminated.
Discontent is important and should be left as it is. It could be able to change by our decisions,
event reactions, promises unfulfilled and laws introduced. As for the hope bar, it may be
changed into for something regarding worldwide political opinion. The higher it is, the better.
The lower it is, the higher chances of the political powers to have lower help desire or getting
less help overall. This would, of course, influence the trade value and rewards for political
interactions.

What is also characteristic of ‘Frostpunk’ game is that, though it is not visible and vividly
emphasized, it is people who players manage in the game. Every single one of them has a name
of its own. It is crucial to maintain that and, what is more, it could be amplified to introduce
players in African culture by changing the names of those bearing them. What could be an
interesting addition to the game is to show what those people think about. Just as a feature and
not for fully implemented mechanics, to engage players in fighting for the needs of the people.
Especially if the needs very basic. Managing these people, as well as taking care of the children,
is more of a mechanical aspect but important as well. Some roles could be changed for purposes
of the setting. For example, instead of engineers there could be priests or diplomats. Workers
could become tribesmen or warriors. Or it could also be generalized for purpose of introducing
important women role in those societies. Children should not be excluded but should maintain
their position in mechanical aspect of deciding about their future – will they go to work or should
the player try and educate them? What benefits could possibly bring both options? Or what
dangers?

What could be also introduced is mechanics of war. It is known that many independent
tribes use gained resources of the 1 st world countries to gain control and violate boarders. While
there would be diplomacy mechanics introduced, it could be possible for more hostile and
violent tribes to raid players’ village. It could replace the mechanics of storm in ‘Frostpunk’,
adding that flavour of racing with time to prepare for protection not only from rising
temperatures but also from hostile raids.

What should be important to consider is the implementation of representation of African


culture. The visible aspect of the game is as much important as the topic it partakes to cover. As
the ‘Frostpunk’ itself introduces various new concepts that fictionally cover the theme of
“steampunk” it could be used to switch between those to show more art of Africa. The problem
stays between how much realism impact the game should have on players. It could be resolved
in a manner where more serious matter as war or politics extract the player from this esthetical
and graphical comfort and brings him or her to reality with ugliness, blood and influential
political schemes. This way of showing important and serious aspects of the game would
emphasize their importance in real life.

One of the most important element of the games are their soundtracks. Piotr Musiał is a
great composer who – with his music - can introduce the players to sad, heavy and depressing
topic of war in ‘This War of Mine’, Slavic folklore and medieval-like themes in the ‘Witcher’ as
well as connecting 19th century classical music with heavy tone of responsibility and inevitable
doom in ‘Frostpuk’. It would be interesting to see how he manages to implement new type of
music with more African style tunes. Of course he is not the only composer in the world so, it
goes without saying, that other composers with great talents would not be excluded from being
given a chance to compose the music fir the game. For music in this game it could be interesting
to include various musicians from all over the continent of Arfrica. This would not only influence
the originality and trueness but also realness of the games’ soundtrack.

Last but not least, the ‘Frostpunk’ game introduces several DLCs expanding the main
game with several new maps, concepts and mechanics to try. This implies that we could try more
scenarios along with different countries to manage. Each one of them could introduce its own
issues and statistics (almost like in Paradox games). The ‘Frostpunk’ DLCs also manage to
introduce new perspectives and struggles to overcome. It would be a good idea to show new
perspectives as well. There are many serious issues that are worth mentioning and taking care
of. Each of them could have its own focus on serious matter that needs to be introduced and
resolved.

Another matter regarding resolving scenarios is what creators of ‘Frostpunk’ included at


the end of the game. It is a brief cut scene summing up most important decisions and statistics.
It could be a vital feedback for players to see how their actions influenced game environment. It
could also encourage to play again and see what different outcomes could be brought up to the
daylight.

The overall change of main mechanics should emphasize the struggle of the people in our
day to day reality. The game would mainly maintain its core gameplay with few additions to
introduce new problems, that most people do not know they exist. Every hour spent within
game would allow players to familiarize more with the daily life and struggles in African reality.

Beside surviving the games’ scenarios it would touch upon topics of political issues, and
so it is important as to correlation with piece of work of Carol Hanisch to take a look upon
individual human being because it is their feelings that shape the actions of bigger masses or
other more powerful people. Except for that, by observing the consequences of their actions
influencing those individual units of society, players could learn and develop along with Max
Horkheimer’s thesis about observation and social philosophy.

Thanks to that, it is expected to exert impact and deep, thoughtful thinking on the
players. It allows them to focus on the role of units in the tribe society and also see the impact of
political powers on it. Not only that but to see how these individuals act in a day to day life which
for them it might almost always be a fight for survival. The games’ target is also to get players’
attention and make them sensitive to the topic of Africa. It is important to make young, new
generations aware of the social problems taking place beyond their closest communities.

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