The Soylent factory has ceased production. People are starving. Rob’s spirit haunts the lines, longing to be set free. You must amend the 7 horcruxes and allow the factory to continue.
With this project, I attempt to delve into the concepts of exploration, cleanliness, perfection and technology. I am less interested in creating a traditional game, and more interested in creating an experience which requires the player to explore a space and think about its construction. While walking through a broken yet pristine Soylent assembly line, players can view the simplification of nutrition as a dream-like desire; a true dystopia ruled by a zealous creator wanting to shift the world in any way necessary.
Game Inspirations :
Exploration : Walking around an unfamiliar landscape and discovering abnormalities is enthralling in itself excluding the action content around it.
A first generation walking simulation, The Graveyard plays the line between game and experience.
Simulating a limited ending experience, by subverting the idea of player choice.
Non-Game Inspiration :
“1984” by George Orwell
The “big brother” of dystopian futuristic literature.
“The Island” by Michael Bay A film exploring escape from dystopia where those who win a lottery may escape to “The Island”.
“Soylent Green” by Richard Fleischer
The predecessor the the drink and lifestyle, “Soylent Green” explores the idea of a government hiding crimes against humanity from its people and the hysteria which follows after the secret is out. (Here’s the IMDB description : In the world ravaged by the greenhouse effect and overpopulation, an NYPD detective investigates the murder of a big company CEO. )