When thinking of value based design and what to make the idea that sticks out the most to me is the idea of collectivization. The collectivization of labor and of underclasses in order to gain material advantage is something important to me and seems like something that would translate well to game mechanics. The first concept based on the concept would be a 2D platformer, built in unity, set in a factory the player must collect other workers in order to jump higher. The value is very directly displayed as collectively the workers can do what one can’t alone, the only issue with this concept is that getting the physics right might be tricky in unity. The second concept would be under the same value but it would be an RPG made in RPG maker and in it would require going towns to recruit people to overthrow the factory owner. The potential issues with this is my unfamiliarity with RPG maker and that it’s a somewhat limited engine.
The second value I’ve been considering the idea of a game like something like Spent, where the player must attempt to balance health, mental health, and the need to make money in a capitalist society. The player would take the role of a low income worker with untreated depression and anxiety due to lack of healthcare, the player would then have to balance 3 resources health, mental health and work strikes. If the two health resources deplete it’s game over, likewise on the 4th strike they’re fired and it’s game over. The player would be given choices like going to work during a depressive episode which depletes mental health but could also call out instead which doesn’t deplete mental health but causes a strike. For this game I picture making it in twine but I’ve also considered RPG maker but making it more metaphoric.