Ailments of the undead
A representation of multifaceted chronic conditions through game design.
In a post-zombie-apocalypse United Kingdom, a group of hardy scientists work to uncover the cause of the deadly pandemic and prevent the extinction of humankind.
Video game pitch bible
Ailments of the Undead is a narrative driven, investigative survival game set after humanity has fallen to the undead plague. Players examine the outbreak from a medical and social standpoint in order to uncover the truth, while simultaneously battling their own health condition.
This will be a two part PC game set with an accompanying promotional animatic.
First PC game in the set will be an investigative survival horror game focusing on understanding the undead and their relation to chronic conditions. The second game will be focused more on strategy as you build off the first game’s information to combat the spread of infection.
Early development
The first 3.5 months were spent on case studies and research.
I looked at the historical use of myths and monsters being used to explain medical conditions, the origins of the zombie legend, cases in current media of various symptoms being ‘cherry-picked’ or watered down, the need for representation of chronic conditions and why games would be a good medium for learning.
During this time A short list of chronic conditions was established and researched. The choices were informed by experiences managing my conditions and witnessing the progression in someone I am close with.
From here I worked on establishing a style and quick sketches.
Player Character
Each character will have a chronic condition to be discovered during game-play which will impact their mobility and cognitive abilities. This must be managed after the initial flare up or your character may meet an untimely end, potentially joining the ranks of the undead.
Only one was designed during this project, however four have been planned for.
NPCs & Environment
The NPCs tell their own stories. They give depth to the world and impart a need for community and belonging. Many will have chronic conditions, not all will be treated equally, and bias is still prevalent – even more so as they share traits with the undead.
For the Player characters, NPCs offer support and trade, bartering skills and items. The player can build trust and find allies to aid in their search for answers.
In particular, the NPCs are significant to the Sociologist; they provide insight into how the outbreak has affected social connections and structures.
- Interactive (point a to point B can be played but player would miss many hidden quests, stories, NPCs (who may aid them later) animal companions, undead etc.. player should be able to wander around and properly search/analyze using the character’s abilities)
- NPC interactions (The actions of NPCs will be carried out regardless of if player is in the area- player decisions (open weapon carry, negative responses, etc.) will have an effect on the NPC’s interactions, this include wildlife, looters, minor undead, etc.)
- Undead hoards (player reaches threshold of undead killed/evaded/items gathered/time without solid shelter & attracts a hoard with one of the harder variants. can show up ANYWHERE)
- weapons crafting (adds to storytelling, necessary interactions etc.. you also get to customize via NPC specialties. mostly made from found items)
- Looting (some bodies have meromelia player can return to family if alive, occasionally weapons, clothing/boots, trinkets that can be traded.. standing with NPCs increase if memorabilia is returned)
