Create Your Own Apocalypse (Online Game) (Eloise Freitag)
Create Your Own Apocalypse (Online Game)
Eloise Freitag
June 6, 2050. The Earth is in danger and it is your job to save it. The
choices you make will have an impact on not only your life but the future of
humankind. Good luck.
Players of “Create
Your Own Apocalypse” begin their journey with this introduction and then must
make a series of choices to help save themselves and the world. I designed this
game after a climate apocalypse, with many apocalyptic tropes and themes included
throughout. The player begins their journey with the knowledge that the Earth
is in danger, but they do not know that despite the choices they make, every
path will result in the end of the world. The point of designing the game this
way is to send a message about the urgency of climate change. While players
think they are making choices that will save the planet, it is in fact too
late. In addition to more imaginative and creative apocalyptic tropes, I
included real facts based on scientific concerns about the end of the world. I
set the game in 2050 because this is the year that many scientists believe is
the point of no return. We must take action now before it is too late and our
choices mean nothing. This game is designed to reflect apocalyptic themes,
while also bringing awareness and urgency around the issues of climate change.
After reading the
introduction, the player must first decide which area they think is in the most
danger. The first option is the Seattle Coast. If the player decides to go to
the Seattle Coast, the climate apocalypse follows the theme of destruction. The
introduction to this scenario reads: An earthquake has hit the coast of
Seattle. It destroyed thousands of homes and left countless people dead. Not to
mention, the fear of a tsunami following is impending. Then the player must make a
series of choices within this scenario, with apocalyptic tropes included
throughout such as 666 people in the hospital, stars falling from the sky, and
a limited time of 7 days before the tsunami will hit. 666 is the devil’s
number, hinting at religious imagery that is usually present in apocalyptic
material. Stars falling from the sky is also a biblical reference, which we saw
in Homer Simpson’s apocalyptic prophet phase. 7 is a very common number in
apocalyptic literature because of the antichrist with 7 heads; we have also
seen this number in the seven scrolls of the Revelation of St. John and the seven dispensations.
After making a series of choices, the Seattle Coast apocalypse always ends in
the same way: an element of cosmic destruction (fire, wind, or water) causes
the end of the world.
The second option is the New Orleans Wetlands. If
the player decides to go to the New Orleans Wetlands, the climate apocalypse
follows the theme of transformation. The introduction to this scenario reads: The wetlands are in danger. The water has
become polluted, causing the death of all aquatic life. You want to clean out
and rebuild the swamp to allow for new life. Then the player must make a
series of choices within this scenario, with apocalyptic tropes included
throughout such as green goo, a whirlpool, a single green sprout, and
metamorphosis. Grey goo is a sign of the end of the world, seen in both
scientific and apocalyptic contexts. Similarly, a whirlpool is a classic
apocalyptic image for the end of the world but also has real scientific roots.
A single green sprout as hope for the future of the world is seen in many
apocalyptic materials, such as Wall-E, a movie I looked at in depth.
Metamorphosis is seen within the theme of transformation, and it is even
included in the Oxford English Dictionary definition of the word. After making
a series of choices, the New Orleans Wasteland apocalypse always ends in the
same way: the participant turns into a supernatural animal (lion, eagle, or ox)
so the plant cannot survive which causes the end of the world.
The third option is the Central Valley Desert. If
the player decides to go to the Central Valley Desert, the climate apocalypse
follows the theme of liberation. The introduction to this scenario reads: The conditions in central valley are
inhospitable for all surrounding wildlife. This crucial ecosystem is crumbling
and the fear of mass extinction is impending. You want to free the few existing
species from these conditions. Then the player must make a series of
choices within this scenario, with apocalyptic tropes included throughout such
as invasive species, explosions, and a messiah. An invasive species of bugs
take over, in a similar manner as an alien invasion which is a classic
apocalyptic trope. An explosion coming out of nowhere is also seen in many
apocalyptic materials. A messiah is seen within the theme of liberation, as
described by the gnostic myth in which the divine sends
the messiah to reveal to humans that they belong to another world. After making
a series of choices, the Central Valley Desert apocalypse always ends in the
same way: the participant sends someone who is not a true messiah (Asher,
Menahem, or Serene- all fake messiahs according to the Jewish religion) and
they cannot bring the rest of existing life with them to the new, liberated
world which causes the end of the world.
I chose to focus on a
climate apocalypse with themes of destruction, transformation, and liberation
to give my project a clear direction while still following the tropes we have
seen in class. Excluding the endings, I tried to keep the background
information and situations accurate with actual scientific facts. I stayed away
from less realistic imagery in the beginning of the game in order to establish
the importance of this topic. Through this approach, I hoped players would not
dismiss this project as just a game without a relevant message. For this
reason, I left out motifs relating to the zombie apocalypse, which is what my
section deciding was the least relevant and realistic apocalypse in the current
time. My goal for this project was to deliver a message about the importance
and urgency of climate change, as well as explore the motifs and tropes of an
apocalypse.
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