Work in progress
Ordinary sexism
Concept
It is a game that denounces the differences in treatment in society and more specifically the discrimination that can exist between men and women.
The game is divided into several chapters that scroll according to the actions and choices of the player but also according to the type of character he or she plays.
These chapters roughly symbolise the unfolding of a human life: childhood, working life, retirement. They would be based on experiences and testimonies of real people.
game support
The game would work thanks to a shell that can be placed on a smartphone. This physical object will bring new game mechanics, enhancing narration and interaction with the story.
target audience / goals

Inspirations
For the graphics of my game I would like a kind of mix between Ugly design, Post internet Art and Vaporwave. Here are several artists and works whose graphic design and visual work interest me.
I’m also inspired by existing games for the game mechanics and possible actions.
florence
I was inspired by the game mechanics and the way the story unfolds (in chapter).
Ugly
hypergeographie
collection d’art lofi
WArio ware touched
I was inspired by the graphics and the interaction that the player can do with the console (nintendo DS).
Professeur layton
I would like to be able to set up a puzzle system similar to the one in this game. The way the screens are composed and the way the player interacts is very close to my idea of my game.
dys4ia
Dys4ia is a game retracing therapeutic journey in order to readjust the genre. It is divided into 4 levels, each corresponding to the stages of this experience, from sexual problems to final success, including medical tests and frustrations.
I’m interested in the way the game is divided into several levels but also in the content of the mini-games.
sweetxheart
This game allows us to embody a black woman and to experience the micro-aggressions she suffers on a daily basis during five days of her life. Through her interactions with others, we measure the impact of her choices regarding clothing, for example.
I am interested in mini-games and how they influence the course of the day and the state of the character.
autotypography
consume-me
Consume Me is a game that deals with the problem of obesity and dieting. It puts the player directly into the mind of the person who is on a diet by making them feel their strange way of looking at food, the anxiety about weight gain or the obsession with calories.
The way in which the mechanics of the mini-games are constructed interests me for my project.
CHAPTER 1
During the first chapter, which sums up the character’s childhood, it is rather a succession of random events that will influence the character’s future but also allow us to enter into the story and its context.
It is only at the end of the chapter that the player will be able to make his first decision. He will have to define the goal of his life which will represent the goal of the game among a selection.
This first choice symbolizes the passage to adulthood and thus to the next chapter.
CHAPTER 2
It is during the second chapter that all your actions and choices will bring you closer or not to your goal. All of the character’s adventures will be drawn from real-life testimonies and situations that I might have observed (or experienced).
For each of the actions and riddle, a point system (money?) to be lost or gained will be set up, but also a life system that could put an end to your adventure.
The choices you make will be neutral in terms of point counting but will influence the future stages of your adventures.
EXAMPLE SCENARIO
In this scenario we follow the day of a woman in her thirties who lives in the city, works in offices and travels to work by public transport.
We move through the day solving puzzles and making actions and choices.
If ever the player is stuck or even if he wants to, he can use a joker. These jokers allow you to solve the riddle or pass the action more quickly (and without losing any points). In reality these jokers would be the illustration of « good practice ».
MOODBOARD
The design of my game will be inspired by several artistic currents such as vaporwave or post internet art. I think this graphic design answers well to the sarcastic side of my game.
It is also a reference to the graphics of the games of the year 2000 which I played a lot and which I also take inspiration from the mechanics of games.
VISUELS EXAMPLES

beginning of development
creation of the universe
France, 2022. For more than a century, feminist movements have been denouncing discrimination against women in relation to their male counterparts. Some progress has been made, but needs to be done…
It is a personal game that wants to be both committed and humorous about ordinary sexism.
Eva, our heroine in her thirties, will go through situations where inequalities of treatment are subtly slipping in from society, her professional or family environment.
In order to allow her to flourish fully, you will have to intervene in her daily life through mini-games, by detecting deviant behaviors and restoring egalitarian relations between men and women.
Be careful, remain attentive, ordinary sexism is sometimes deceitful and sneaky …

Next steps
find a name
Find a name that suits me better than “Ordinary Sexism” and with a French consonance.
build the scenario
Write the entire history of the game in order to be able to build the mini-games and the mechanics around them.
collect testimonials
Continue to collect testimonials to enrich the script. Diversify the origin of the testimonies without going off target.
continue the development
Continue to develop the game after completing the scenario. Think about graphics, audio, mechanics, navigation…
improvements
Think about possible improvements to the game. Improve the user experience by adding an accessory on the smartphone?











