
What might the designer want players to feel, think or do?
The designer wants to emphasis the powerlessness of the player as nothing more than a playing piece within a fascist regime. They do this through making every action the same, every day, and yet you are so detached from the effects, as all you have the power to do is sift through papers. Every action is supporting some power bigger than you and you are reminded of your poverty and hopelessness at the end of every day through the stats of how much money you can spend on food etc for your family. You are detached even further from your fellow humans as you are in the booth, whereas everyone else is on the other side. You are more machine than human and yet everything you do has a human effect on you. The colour scheme is also very bland which adds to the monotony of the gameplay, and the soundtrack is also very repetitive. It trudges on with the two bass notes in an exhausted way, while still suitably building the tension.
Mechanics: Reading papers, stamping the papers, clicking on what your money goes towards
Dynamics (What players actually do; their strategy): Choosing what you will do with the little power you have, whether you will disobey your orders and risk your life or continue following what is asked of you etc
Aesthetics (What they interpret; their emotional response): An overall sense of powerlessness
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