Game Log 2 - Play


Stand with Them 

Stand with Them is an AR game that invites players to step into a world where power, oppression, and human dignity are made visible through interactive storytelling.  Inspired by a powerful painting that portrays red giants oppressing green figures, the game places the player in real-world environments overlaid with symbolic AR scenes of social control and resistance.  As players move through physical spaces, they encounter green figures forced into dehumanizing labor by red giants—visual metaphors for systems of power.  Each scene presents the player with opportunities to engage in dialogue, make moral decisions, and choose whether to intervene, remain silent, or side with the oppressors.  These choices affect the virtual world around them, altering the environment, the behavior of the characters, and ultimately the outcome of the experience.  

Game Introduction: 

 Scene structure design (Taking an sequential scenarios as example)

๐ŸŒŸ Scene location content interaction

  • Entrance area (Scene 1) The red man orders the green man to bow and say hello, and stand at military posture. The player approaches โ†’ The green man says "I'm so tired but I can't stop" โ†’  Select
  • Central area (Scene 2) The red man forces the green man to keep mopping the floor and repeating the work. The player approaches โ†’ The green man says "I'm afraid he will scold me" โ†’ Select again
  • Corner (Scene 3) The green man wants to resist but the red man surrounds him and roars. The player approaches โ†’ The red man says to you: "You are also arranged by me" โ†’ The player finally decides whether to fight back

๐ŸŒŸ After each scene interaction, the corresponding score value will be obtained, and the next scene will be activated

  • The player makes a choice โ†’ The current red man/green man's action changes
  • Go to the next real area โ†’ New scene loads

๐ŸŒŸ Finally, the ending is determined according to the proportion you choose in the three scenes (support vs. bystander vs. joining the oppression), and corresponding feedback is generated. 

Thinking from four aspects: Culture, Citizenship, Games and values

๐ŸŽญ CultureThrough symbolic narrative, we abstract the cultural memory of power, oppression, and resistance in European history into game scenes and characters. For example, the "red man" represents the totalitarian oppressive force, while the "green man" symbolizes ordinary individuals, workers, or vulnerable groups.

๐ŸŒ Values: We integrate the core EU values (human rights) into every choice made by the player through the ending system. We guide players to intuitively see how the practice of values affects the collective destiny.

๐Ÿงโ€โ™‚๏ธCitizenship: Let players realize that they are not "bystanders" but actors of choice. This is highly consistent with the concept of "empowered citizenship". When they make moral judgments in the game, they are also encouraged to think about the real society: When faced with injustice, what will my actions be?

๐ŸŽฎ Games: We try to break the "watch and explain" mode of traditional cultural transmission and turn to an "interactive, reflective, and participatory" game mechanism.

  • Multi-branch selection + moral scoring system allows "cultural values" to be expressed through the system rather than preaching
  • Using contrasting tones, symbolic characters, and historical style images, players can "visually" feel cultural oppression and resistance.

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