Game design 01

Initial Idea

I want to make a game that combines simulation game play with a text-based game, so the player can experience the story while also doing some simulation-based activities. I finally chose bar tending as the main theme because I really like a game called VA-11 HALL-A: Cyberpunk Bartender Action.

VA-11 HALL-A combines bartending simulation and text-based storytelling very well, which is one of the reasons why I like the game. But in my game, I want the player’s choices to have a more obvious impact.

Research and Thinking

Different choices in bartending and the story will affect what happens later, so the player can clearly see how their choices change the game.

I decided to start my research with real bartenders. I searched for some well-known bartenders to learn about their experiences, their work and somethings bartenders may face in real life. This can help me develop the bartender character and story in my game.

While searching, I found the backgrounds of these two bartenders quite interesting.

While researching the experiences of different bartenders, I noticed that alcohol-related problems seem to be an issue worth looking at in this industry. Bartenders work around alcohol for long periods of time, and factors such as night shifts, work pressure, and drinking culture may make some people more likely to develop unhealthy drinking habits. So I want to include some of these ideas in my game.

Some of the player’s choices may change the bartender’s condition and affect what happens later in the story.

Besides researching the theme and style of my game, I also looked through some books about bartending and cocktail recipes to learn about different ingredients and how drinks are made. I wanted to get more inspiration from real cocktail recipes and use them as references when designing the bartending gameplay and recipes in my game.

Research and Thinking – Story Setting

The game is set in a makeup world similar to the 1860 in the real world. The player is a bartender who has lost their memory. Every day, the player meets different customers, makes drinks for them, and talks with them. During these conversations, the player slowly learns about the customers’ stories and secrets, while also finding information about their own past

Like this:

The story is set in the 1860s and draws upon the authentic cocktail culture of that era.

A key figure serving as a reference is Jerry Thomas. Known as “The Professor,” he was celebrated for his theatrical bartending style and published a seminal early guide to mixology in 1862.

His life story, the bar culture of the time, and spectacular drinks like the “Blue Blazer” all serve as inspiration for the game’s world and the bartender profession.


Game research

I also looked into more bartending simulation and narrative-driven games to find inspiration. I mainly focused on how these games designed their gameplay, developed their stories, and allowed player choices to affect the experience. These references also helped me think about how I could further improve my own game.

These are the three games I researched and used as references :


UI Design

The main game play is: customers will not always directly tell the player which drink they want. Sometimes, they will only describe their mood or what they need, and the player needs to decide what drink to make. Different drinks may lead to different reactions and later conversations. Of course, the player can also completely ignore the customer’s request and make whatever they want. It is entirely up to the player.

For my initial plan, I want the UI to look something like this:


Use of AI Tools

Google translate

Youdao translate