Patience

# Resource

The player himself… his patience should somehow be a "stat" or power bar or whatever for the game itself. Design around the idea of spending or gaining patience by forcing interactions in the games… ones that take patience, ones that reward patience, ones that require no patience…

 

Patience points … in other words, the player *is* a stat for his own avatar = himself

 

 

Think wario ware framework for lots of things… mini mini games:

 

  • Faucet with a drip forming… shake phone to jiggle it off and move forward, or let it fall naturally and observe the ripples in the water
  • Green light turns, but car in front doesn't go. Other lane is moving. Beep at them? What if it has a phone in hand. What if next time they have no phone in hand
  • Random button appears (maybe even in one spot only), forcces person just to wait for it. Meditative moment. Mindful… ignore everything but this task
  • Dude who zooms up to the front of a merge. Do you drag your car to block them? If he doesn't do it, does the jerk car zoom by and hit maybe a pothole and break? And maybe he hits an animal or something living? So if you block him because that's your decision, maybe it has a more profound effect like saving something's life! Would then the people who believe patience is a virtue and would have just let the guy go by maybe rethink the value of the choice?

 

  • Just look at one "nice" image… can skip or just enjoy it indefinitely
  • Miniature texting argument. Choose your own responses… are you patient in explaining something or working it out with your spouse using patience and grace. Maybe they push so hard they get the truth out of you or vice versa, them? Maybe you sweep it under the covers and just feel unfulfilled…

 

 


What about DMV use for "how to behave" in different traffic situations? Game for DMV test

Mechanics consideration: store events that players have already seen so they cannot see them again… in that play through? Ever? Could be "rogue like". Could also facilitate additional content with patches. Also forces the player to think about his GENUINE response to each decision = they will want to know for sure what would happen if they did their first choice not their second. You can't "test it out" each way, at least not without "starting" over