DEUS EX
Within the studies in psychology, culture and Game design, this board game uses irony and metaphors of theology world to represent those illnesses and to send the message to the players. Taking inspiration from the twelve labors of Hercules, the players have to guide their pupils that have special illnesses, presented as Achilles heel, though tests that are simple tasks for “normals”, like go to a Vernissage, or go to restaurants, but for “special” ones can be seen as insurmountable obstacles and give them damage.
DEUS EX PROJECT AREAS
PROJECT AREAS
GOALS
• Study of the target of people who knows, has friends or are relatives of someone with a physical or mental illness
• Study of Game design and Psychology of those illnesses presented in the game
• Design of the Game interface and how players can interact with each other
• Design of the game level, abilities and features that can show the illnesses and the right way to cope with them as a friend of someone that suffer of those