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De Rechtlijn

Completion date:
January 27, 2025

Development time:
Solo, 3 months part-time

Project type:
Study project, mobile game

Description

De Rechtlijn is a (Dutch) satirical game, played entirely on a smartphone dial screen. The player is accused of murder, and has to prove their innocence in the digital justice system through hilarious and impossible to navigate call menus. The game tackles pressing societal issues in a humouristic way, focusing on the lack of interpersonal contact in an increasingly digital world, and the social consequences of such an environment.

Fascination

The game is based on my frustrating experiences with (quote unquote) smart appliances and call menus, as well as on how online platforms are able to influence spending habits and election results.
I turned this facination into a single sentence to base the game on:

"The dangers of a future in which machines are in control, and human interaction is lost."

Audio Game

De Rechtlijn is entirely audio-based, there are no visuals except for the smartphone dial screen. The player navigates the game by listening and responding.
The interface through which the player interacts with the game.

Perfect Medium

Player choice is limited to whatever options the call menu provides. Many players will have had infuriating experiences with these menus, making it the perfect medium for a game with this topic.

Design

Design Brief

Design goals:
  • Raising awareness about the dangers of the combination of digitalisation and bureaucracy
  • Evoking frustration and helplessness through interaction with an unempathic digital system

Target audience:
  • People that don't think about the digital transition: Young adults just about to step into society
  • Current and future policymakers
I prototyped the gameplay using a chessboard as gameplay grid, pieces of paper as walls, and some checkers pieces. I often carry these items in case I want to test out gameplay ideas.
The 3D printed game pieces.
Repertoire research: I looked at 'Kentucky Route Zero' and 'Coldline' which both use call menu to explore a virtual environment, though tackling very different topics.
The explorable "environment", each section has a distinct tone of voice.

Narrative Design

"Press 1 to request a pro bono lawyer. Press 2 to request a trained lawyer. ... You do not have enough money to request a trained lawyer. Try again later."
I wanted the player to get lost in a maze of bureaucracy, constantly getting referred to other phone numbers and parties.

Each phone number has a very distinct voice, which helps the player map out the call menu in their head, almost as if traversing a conventional video game map.

"You are on hold. ... This hold music is brought to you by our sponsor." (ad starts)
An advertisement, which at first sounds like filler, contains a phone number the player has to call in order to progress. A clue disguised as a joke.

Playtesting & Iterations

Success criteria

  • Players should experience a bug-free and smooth game
  • Players should voluntarily want to explore the call menu
  • Players should feel a sense of urgency
  • The game should encourage players to think about the subject matter
One of the two mirrored game boards that I printed after thoroughly playtesting the map layout.

Iteration 1

⇒ The game is not exciting

Why? The game is only reactive, meaning the player has to go out of their way to initiate every action.

Solution: Implementing moments where the player gets called by the game, surprising them with sudden urgency.

Iteration 2

⇒ The game is not fun to play at all

Why? This one hurt a bit, but yes, it was not fun. It was confronting and dry.

Solution: I completely changed my approach to writing. Instead of going the obvious political talk route, I made it as absurdly bizarre as possible, surprising the player at every turn, and taking the piss out of all topics I covered along the way.

"We at Get Rich Quick value your privacy. To sell us all your personal data in one go, press 1."
The after-study borrels on thursdays were the perfect opportunity to test the game with lots of players.
The 3D printed game pieces.

Iteration 3

⇒ Players forgot important phone numbers

Why? Phone numbers were mentioned once, players had to listen to that section again to remember it. This was annoying.

Solution: Adding a "call history" tab to the game, listing both incoming and outgoing calls

Post Mortem

post mortm