Part 2 – Game Design Document

Game Title: Parent Panic

The Idea

Parenting is never ending work. Though tasks may sometimes seem simple and mundane, the real work of parenting is a game of juggling expectations, task completion, and composure in the face of limited time. Parents often have so much on their minds that they never truly rest. Even in sleep, parents dream of their to-do lists or caregiving concerns. Sometimes a parent’s greatest fears come true while they are sleeping, causing panic.

Parent Panic is a satirical spin on the stories of parenting. Although being responsible for another tiny human may be the initial qualifier of a parent, that qualification does not fully describe all work and skills necessary to successfully parent. It may be hard for some to grasp, so the hope of this game is to provide some insight and perspective into how parenting can be a crazy and taxing endeavour. Though we exaggerate some aspects of parenting in this game, we do not want to detract from the truth that regardless of everything parenting requires, it is a rewarding experience.

Main Objective

The main objective of the game is for the character to find rest and relaxation. How long it takes for the character to finally find rest will depend on how long it takes the player to complete each level (nightmare). Since, the goal of the game is to complete each level by finding all the prescribed collectibles, the game can be described as a either a rescue or escape style game, or a treasure hunt.

Play

The players will need to navigate a series of metaphorical obstacle courses to collect as many items as directed in each level. They will need to avoid hazards (e.g. jump over traps) or use obstacle items (trampolines/fans/moving platforms, etc.) to maneuver around the courses to find and collect all the items. They will be limited to 3D directional movement and jumping to accomplish their goals.

Premise

The premise of Parent Panic is that the player takes on the role of an overworked parent who is tired from a busy day of taking care of the kids. As they drift off to sleep, they find themselves stuck in a series of nightmares, each of which is a metaphor for common parenting tasks, like rushing to get kids dressed for school, finding lost items, and packing for a trip. The player needs to run around the “house” searching for these items as they are scattered everywhere. Once all 3 levels are complete, the player is rewarded with a calm dream of relaxing on the beach.

Win Condition

For each of the three levels, players must collect all of the scattered items before they can exit the level and unlock the subsequent level. Players are rewarded with a peaceful dream once all three levels are complete. Players may create additional levels of challenge and achievement by replaying the game to beat their personal best time.

Character

The player takes on the role of a tired and stressed parent stuck in a series of nightmares. At the beginning of each level, they will get to select between a mom or dad avatar.

Story

Parent Panic outlines the story of an overworked parent who is about to succumb to exhaustion at the end of a busy day. This parent goes to bed with the stress of the next day’s impending tasks, and as they succumb to physical rest, the unconscious mind starts to race…

Dramatic Elements

Each level has something that contributes to the stress and humorous nightmare quality of the game. The player will need to avoid the LEGO hazards in all levels, which if stepped on, will cause great pain and send them back to the starting point. There will also be background audio that may increase in intensity as the time in the level increases. Other dramatic elements include the intro scene and the cutscenes between levels to knit the narrative to the gameplay in each level, and portray the concept of a sustained, progressive series of nightmares. While progressing through the game the player may feel sympathy for the character and aim to complete each level as fast as they can so the character will find rest and relaxation.

Challenge

The main challenge is for the player to complete the level as quickly as possible. In order to do so, the player will need to find all the collectibles, which may be placed in precarious places or hidden throughout the level. The player will be faced with many obstacles they have to navigate through and around, for example:

    • Aerobatics – parenting can be a workout, the player will need to successfully navigate hazards that will have them jump over hazards, bounce up and over obstacles or vault into the abyss
    • Labyrinths – when chores are left undone it can feel like you are stuck in a maze due to the piles of clothes and toys strewn about the house, players will want to avoid falling off the path so they do not get sucked into vortex of messiness
    • Lego – it is inevitable that parents will step on lego, children are often woke up from parents painful outbursts

Players

Invitation to play

Players are greeted by a friendly, calming but disembodied narrator. The opening scene starts off with a 1st person cinematic of an unknown character navigating the bedroom on his or her way to bed. The narrator initially comforts the exhausted parent character by being overly optimistic about getting some much needed rest. However, soon after a beguiling chuckle informs the player that sleep will not come easy as a parent never truly gets to rest. The character drifts off to sleep, creating a transition to the game’s main title screen. From the eerie but playful title screen, players can now select level one and begin the game. At the start of each level, players can select either a mother or father avatar. They can switch if they need as well.

Number of Players

This game is single player, though players can compare completion times against friends.

Role of players

The role of the player is to take on the persona of an exhausted parent who is navigating their way through their neverending todo list while sleeping.

Player interaction patterns

The main player interaction pattern is player versus game, as the player is tasked with collecting a number of things. Each level is timed so players can also compete against themselves to achieve their personal best.

Procedures

Starting Action

Players will be met with a cutscene upon starting the game. This short expositional piece, will lead to a title screen that features the option to select level one. Once players select level one, they will be taken to a level start screen where they can proceed to the level, or back out to the title screen.

Progression of Action

Players can choose one of several avatars to control. Once players start level one, they will have to collect all of the themed “treasure item” pickups before they can exit the level.

    • Level 1: Gather the kids’ clothes
    • Level 2: Find the stuffy
    • Level 3: Pack the diaper bag

Once players reach the exit for level one, they see a short cutscene, and will return to the title/level select screen where they can repeat level one for a better time, or proceed to level 2. This continues until level 3 is complete, at which time players are taken to the unlocked bonus level of a relaxing beach dream.

Resolving Actions

Once players complete all 3 levels they can enjoy the bonus level and the game is complete. However, all 3 levels will be unlocked so players can replay any level in hopes of gaining a better time.

Rules

The following rules apply to all levels:

    1. The player must find every collectible before the exit point will activate (signaling the end of a level)
    2. Gravity is in effect. The player must stay on the board. Falling off the board results in the player needed to restart the level
    3. Player cannot move obstacle objects
    4. Player can only “pick up” designated collectibles.

Resources

Coffee: power up, makes you move faster for 5 seconds

Time: there is no time limit to complete each level

Lives: there are unlimited lives, the player will just be sent back to the level start spawn point if they fall off the level’s edge.

Treasure items: each level will present a unique set of treasure items for pick up:

    • Level 1: 10 t-shirts, 6 pairs of pants
    • Level 2: 1 VIS (very important stuffy)
    • Level 3: 6 diapers, 1 package of wet wipes, 2 pacifiers, 1 bottle, 1 can of formula, 1 portable changing pad, diaper rash ointment, 2 burping cloths, 1 t-shirt, 1 pair of pants, 1 pair of socks, 1 rattle

Conflict

Conflict comes in the form of obstacles. Precious time is lost when the player fails to navigate each level successfully and falls off the edge or steps on Lego.

    • Level 1 provides an obstacle course made out of laundry baskets that the player must navigate in order to collect all the laundry.
    • Level 2 provides multiple pathways through the house the player must navigate in order to find the stuffy. The pathways are tricky the player must jump at odd angles in order to get from room to room.
    • Level 3 provides the challenge of packing a diaper bag under realistic conditions. The dog will pull objects out of the diaper bag in attempt to get you to play tug of war, the toddler will be rubbing ointment all over themself and the baby will be crying.

Boundaries

By creating a 3D space to exaggerate the nightmares faced by parents, we are creating a virtual boundary. The 3D space will resemble a house, but without walls. Players can fall off the edge, and have to start the level over. The floor may also have gaps and Lego pits that players will need to jump over to avoid.

Another example of boundaries are more mental in nature. Players agree to enter the magic circle (Huizinga, 2006) when they start the game. In real life parents can briefly escape the never ending pile of laundry by leaving the house, whereas in the game the player cannot escape until all the collectible laundry items are gathered. Players, especially parents, will sympathize with the character and do their best to get them out of the nightmare by completing the level. Along with sympathy, players will have fun and may find themselves laughing out loud at the foolhardy obstacles they have to overcome.

Outcome

Each individual player will need to determine what path they will take to win each level. This aspect speaks to the playcentric process (Fullerton, 2014) of the game because it is personalized to the player’s strategy and skill. Uncertainty comes in the form of how to attain their personal best, which can be a helpful tool in player motivation and engagement.

References

Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games, NY: Taylor & Francis (CRS Press)

Huizinga J. (2006) “Nature & Significance of play as a Cultural Phenomenon.” The Game Design Reader: A Rules of Play Anthology by Salen, K., & Zimmerman, E. Cambridge, MA: MIT Press.