An Inappropriately Joyous Game About Fighting for the Planet

By Joost Vervoort and the All Rise team

We’re clashing Phoenix Wright, Disco Elysium and narrative deck building with the ecological crisis — to help fund real court cases.

Environmental lawyer Kuyili will be on the tail of corporate exec Rishabh who is embroiled with the power structures of industry and government. Rishabh can be a straight up opponent, a frenemy, or a source of valuable information, depending on how you play the game. Character art by Vijay Krish, background art by Enora Mercier, editing by Marocha Arredondo.

For the last year, we have been working with an amazing team on a game called All Will Rise. All Will Rise is a game about taking big corporates and others responsible for destroying the planet to court. The game is designed to be a much needed infusion of wild joy, curiosity and playfulness in a world where it can be very hard to fight the fight against climate change and ecological crisis. A lively current of electric energy in a time where ecological and climate depression and anxiety are rampant. We hope to inspire laughter alongside a sense of possibility and empowerment in players while taking the maddening political realities of environmental inaction head on. We hope to inspire people to look at what can be done through curious, creative eyes. In terms of game play and tone, it combines the court focus and absurdity of Phoenix Wright with the worldbuilding and narrative exploration of Disco Elysium or Citizen Sleeper. Deckbuilding mechanics a la Slay the Spire have you going out in the world to find clues, evidence, gossip and conversation tactics for challenging narrative encounters and court battles. And this is important: when people buy the game, they know they’re funding real environmental court cases.

From climate action to game design

Let’s talk about where this game came from, and the unusual team behind the project. About three years ago Dutch activist group Fossielvrij (Fossil Free) was at the head of a nation-wide movement to get the pension fund ABP, one of the biggest pension funds in the world, to take its 15 billion euros out of fossil fuel. Building on the successes of court cases against the Dutch Government and Royal Dutch Shell, Fossielvrij was preparing to take ABP to court. At the time, I joined this campaign because I thought it was a brilliant combination of target (a pension fund for civil servants, including myself as an academic) and method, and likely to be impactful. As it turns out the campaign was wildly successful — even before the court case was fully begun, ABP decided to divest all of its fossil fuel investments.

At the first meeting for the preparation of the court case, I thought — how can game design help this cause? What sprang to mind was a game like Phoenix Wright and the Ace Attorney series — a wild, funny and incredibly successful and classic series of games focusing on the court, like an anime Law & Order — but for climate cases. What if a wildly engaging, funny game like this could be made, and if players would know that buying the game would support actual environmental and climate court cases? I remember bringing up this idea, and how a 16 year old in the meeting immediately jumped up and shouted YES! PHOENIX WRIGHT!

Over the next year, an exceptional team gathered around the project. After writing about the idea I was quickly approached by producer Niels Monshouwer — who had made success in indie games and had then gone on to become a producer at Guerrilla Games, working on Sony flagship title Horizon Forbidden West as producer for robots and combat. Niels wanted to bring his experience in indie and AAA games to co-lead the development of this game that aimed to have a big impact on climate action. Niels’s talent and experience as a project leader quickly proved itself — he is steering the ship with a steady hand. I had had enthusiastic and super interesting Twitter conversations with narrative designer Meghna Jayanth, who was interested in games as way to represent and explore diverse worlds and help create deep experiences, and push back against the colonial and capitalist tendencies of the game industry. Meghna is a narrative designer who has led excellent work on games like 80 Days and Sable as well as Horizon Zero Dawn, and most recently, the wildly funny and beautiful Thirsty Suitors. We asked Meghna to join our project, and she enthusiastically said yes. Niels asked talented visual designer Marocha Arredondo, coming off of her work with Guerrilla, to join us, and she brought her experience, fast and flexible working style, and sharp sense for design to the team. Programmer Hugo Bille had led the International Game Developers Association’s Climate Special Interest Group for years — a wonderful community of climate-focused game developers. He had also done excellent work on games like Fe and more recently Ultros. Hugo quickly proved to be essential to the project, developing prototypes and ideas in creative and lightning fast fashion. We invited two excellent artists to the project — Enora Mercier, coming off of experiences with League of Legends and Legends of Runeterra, and Curran Gregory, who had done great character work on Paradise Killer. More recently, Vijay Krish, an artist who had done amazing work on Thirsty Suitors, has joined us for some beautiful and creative character work.

Finally, and I’m so excited about this, we are drawing inspiration for the game’s fashion from the work of my friend sustainable fashion designer Meghna Nayak, whose Kolkata-based company LataSita makes truly beautiful outfits out of old fabrics that could easily turn up in a speculative fiction tv show.

Using Meghna Nayak’s LataSita sustainable clothing designs as inspiration for our characters’ clothing in our speculative version of southern India. Top character sketches by Vijay Krish, design document by Marocha Arredondo.

With this amazing team, and with starting funds provided by the Dutch government’s fund for creative industry, our game, now called All Will Rise, came to life. After we developed our first, more narrative-focused prototype late last summer we gathered a bunch of feedback on it, and the result is a new, fully game play focused prototype. So let’s talk about the game.

Wild joy in dark times

Games that engage with climate change and ecological crisis often only cover part of the possible design space. Either they’re set in a post apocalypse of some kind, or they treat ecological collapse like it’s a technical or management problem. But the reality of environmental action and politics is crazy, ugly, raw, inspiring and frustrating as hell. Activists are fighting for the planet, often with dire or even deadly consequences. There is also lots of love, strength, resilience and community to be found in environmental action, and occasionally, powerful and cathartic moments of hope. This means that the battle for the planet can be a source of inspiration for a fantastic and enthralling game.

With All Will Rise, we draw directly on the experiences of real environmental activists. We have a research team on the project — Kyle ThompsonLauren McManamonMae van Veldhoven and Shreeya Patangay — who have and are conducting research that involves interviews with those at the heart of environmental action and court cases. We are connecting to ClientEarth, the global network of lawyers and legal people working on environmental destruction cases to develop this link between game design and environmental action.

All Will Rise consists of multiple chapters. Each chapter is set in a different part of the world, and focuses on a different case. The world of All Rise is a ‘sideways speculation’ — it is like our world in many ways, but some things are just a bit different, which gives us the change to show how many paths to the future are possible. We start with a concrete, more local case, and then move on to more global concerns such as CO2 emissions.

Our first chapter, The Murdered River, takes place in a sideways speculative version of Kerala state in India. The river of our city Muziris has been polluted to hell. Everyone knows, and nothing is done. But now it’s on fire.

Our player character is Kuyili, a lawyer who has taken up the gauntlet to fight the battle for the environment. Kuyili is a ball of curiosity, intelligence, daring and playful weirdness. She is a major source of the ‘inappropriate joy’ that we want All Will Rise to emanate. She sees the absurdity of our current times, and sees possibilities everywhere to subvert, experiment and mess with the systems around her. You can play Kuyili as more cerebral, more empathetic, or more ruthless and wild, but regardless, she’ll often hear from others that what she is doing should not be allowed. And yet, somehow, she gets things done that no one believes possible. We begin the game with Kuyili and her team coming off of a major victory — the river has been granted legal person rights. A great symbolic victory, but it has not led to any real action. With the river, now a legal person, on fire, Kuyili sees a chance to take those responsible to court for its murder.

Your team members Shintu and joy know Kuyili’s different sides all too well. Character art by Curran Gregory; background art by Enora Mercier, design by Marocha Arredondo.

But she’s not doing this alone. Inspiring and guiding your team of activists and legal folks is an important part of the game. We have described it as an emotional strategy game in this regard. The emotional energy of your team is a key resource. Climate action is hard, and people have to stay motivated.

Deck-building a better future

The game’s loop starts with a team meeting in which you send your team out on specific missions to gather evidence, gain insights, and new strategies. These are represented as cards that you can add to your deck. Your different team members have different moods, different skills, different motivations. Guiding them well pays off. Matching them with missions that fit them well yields results — but sometimes a strange pairing of skills and assignment can produce unusual outcomes, and cards.

Choosing who should go on what mission can yield unexpected and valuable outcomes — and unusual cards. Character art by Vijay Krish and Curran Gregory; design by Marocha Arredondo.

As Kuyili, you go on your own missions — talking to people, exploring important locations. The core of the game play happens around the encounters you can have with key people — people such as Rishabh, who works for the corporation connected to the region’s fossil fuel industry. Rishabh is eager to ingratiate himself with the corporation’s family, for reasons of love and power. He is involved in local business dealings and politics, and a key target for Kuyili and her team. When you meet Rishabh, you enter a card battle. You alternate playing cards with Rishabh that represent your conversation with him.

As Kuyili, you face off with fossil fuel exec Rishabh in a card battle conversation where each tries to play the other person, using their mind, gut, heart.. and a good dose of weirdness. Character art by Vijay Krish; design by Marocha Arredondo.

Cards can have a range of effects, and they align with different strategies: ‘gut’-cards play on people’s sense of justice and anger, ‘heart’-cards focus on empathy and relationality; ‘mind’-cards focus on logic and evidence; and ‘weird’ cards focus on the weirdness and absurdity. Kuyili and other characters themselves have different scores for each of these stats. Meeting an opponent’s ‘heart’ based card with your own ‘heart’ card indicates that the conversation is flowing well and that you can keep playing. The better the conversational flow, the more chances for you to gain insights or come out on top. But the same goes for your opponent. Each card battle is designed to be able to yield very different results — and give you different cards. It’s possible to lose a card battle but still have a partial win on the ‘weird’ stat if you play the right cards. Rishabh is a really weird guy and you might learn some valuable things about him. You might get some evidence against him that you can use in court later. Or you might get on his good side and agree to meet up again. Maybe over dinner?

You and your team mates go on missions that yield cards: evidence but also strategies and conversational tactics. Design by Marocha Arredondo.

That is the game loop: you organize your team, you and the team find cards in the world, you use those cards to win card battles with challenging and interesting opponents, and the cards you win go into your deck, which represents the case you’re building. All of this culminates in the final card battle of the chapter: the court case itself. We believe this loop of team management, world exploration, and card battles allows for exciting game play, and for a lot of creativity. Our chapters are designed to be rather short, but to allow for many different combined endings. Each card battle also allows for many different strategies. This means that the game can be replayed very easily, and that your choices really matter. You might just find a creative way to win a card battle or manage your team that results in you getting a card that very few other players have seen, further opening up your possibilities.

Build your deck from the cards you get from missions. Design by Marocha Arredondo.

There are some really cool benefits to the deck builder approach to All Will Rise. Representing tactical moves, evidence and insights through cards makes us able to capture the core of climate action in this very strong, easily graspable and flexible format. It allows us to work with climate activists through the language of card development, which is very fun. It allows us to easily expand the game with new card packs and sets — and this can be an amazing tool for fundraising and awareness raising around specific climate campaigns and court cases.

Next steps and funding

With the new playable prototype nearly finished, we have completed our current project funding, and are actively looking for funding for the next phase. We are in conversations with game publishers, but also with public funds and philanthropic organizations interested in supporting the fight for the planet through new and original means.

Our first chapter is The Murdered River, and then All Will Rise will move to other parts of the world. Kuyili and other characters will continue to play a role, while new teams take on new cases everyone is in contact and learning from each other, using Client Earth as a real world example.

Working on All Will Rise has been an absolute blast so far, and the team is just the best. With our second playable prototype almost finished, it is the right time to talk about the game again, which I find to be a real joy as well. Expect many stories about All Will Rise to come out, like this lovely interview I did with games journalist and Rick and Morty writer Heather Anne Campbell who cycled all the way from Amsterdam to Utrecht to talk to me here at home.

If you’d like to talk to us about All Will Rise, now is the time. If you’re interested in discussing funding for the current chapter or the next chapters, get in touch as well!

Environmental collapse and climate change are a real existential challenge for humanity. It can be a heavy and dispiriting struggle. Let’s tap into new sources of energy and joy through play and radical action, and take the risk of being inappropriate in stride.

Get in touch with me via emailTwitterBluesky or Linkedin if you’d like to know more about All Will Rise and our next steps!

Originally posted on the Anticiplay blog

Dr. Joost Vervoort is an Associate Professor of Transformative Imagination at Utrecht University. His work focuses on connecting games and creative practices, politics and action to create better futures. He leads the NWO Vidi project Anticiplay and is a leading researcher on the Horizon Europe project STRATEGIES which focuses on the transformation of the European game industry. He sings about the global crisis in Terzij de Horde.

All Will Rise Has Been Funded!

ECOCIDE Inc. — Victory. Art by Enora Mercier.

For the last year or so, a team of researchers and game designers has been working hard on a bold new game concept: All Rise — a game where you take big fossil fuel companies to court, inspired by the Ace Attorney series. Climate games can often be well-meaning, but kind of boring, managerial and technocratic. All Rise aims to break with this trend by combining the wild and playful humor of the Ace Attorney games with the struggles, challenges, heroic actions and emotional rollercoasters of real-world climate politics. The goal is to create a game that is subversive, funny as hell, inspiring and irreverent, while drawing on the experiences of real, successful climate court cases and campaigns. Importantly, the game will be used as a way to raise funds for real climate court cases!

Since this idea was first proposed there have been many great responses to it, and the All Rise team soon found itself lucky enough to count some of the best people in the game industry among its members. This includes Niels Monshouwer, a game producer coming from Guerilla Games’ flagship PlayStation hit Horizon Forbidden WestMeghna Jayanth, narrative designer for brilliant indie games such as Sable and 80 Days as well as for Horizon Zero DawnEnora Mercier, an artist with experience with League of Legends and Legends of Runeterra; and Curran ‘Gigalithic’ Gregory, character artist on the singular Paradise Killer. These legends complement a team of researchers in the Anticiplay project, a Dutch research council project focused on games, climate, and societal change.

With much of the team together, we have been looking around for funding to develop a first full demo version of this game. While game ideas and designs were being developed with some seed funding from the Anticiplay project, dedicated funding for the game was, of course, going to be crucial. Producer Niels, with help from the rest of the team, prepared an application to the Stimuleringsfonds Creative Industries Fund — the Dutch government’s fund for creative sector funding.

The Creative Industries Fund NL is the cultural fund for design, architecture, digital culture and any crossovers between them. Read more about it here.

And we are overjoyed to announce that our funding application has been successful! Our concept was judged positively on all criteria. The committee cited appreciation for the ambition to make climate court cases more relatable, and thought the combination of climate court cases and Ace Attorney-style play and art would speak to a wide audience. They also appreciate the team’s composition of experienced game designers, leading researchers, and strong links to activist realities. They expressed a lot of faith in the project and hope the game will inspire broad societal action.

This means that in the next months, we will be working hard on a first version of All Rise. Our goal is to have a short, but complete demo version of the game available which will allow us to mobilize more funding for the full game. From the first full version of the game, we are likely to follow an episode/campaign-like structure, exploring more cases, stories and contexts. We will also be researching the power of the game to inspire as well as to make real-world change through funding actual court cases!

We are so excited to have the opportunity to let this game become a reality. Thank you Stimuleringsfonds Creatieve Industrie!

It wouldn’t be an Anticiplay blog without a Disco Elysium reference — the mega rich light-bending guy has blessed us today. The presence of capital is celebrated.

Originally posted on the Anticiplay blog

Anticiplay is an NWO Vidi-funded research project that aims to establish a new design paradigm for the gaming sector in collaboration with CreaTures EU. You can find our mission statement here! In short: we’re all about Games For Better Futures and Futures for Better Games. Follow us @anticiplay on Twitter, and feel free to engage us with any questions, games that you think are inspiring, and anything else!

Meet Our New Team Members!

Dr. Joost Vervoort is an Associate Professor of Transformative Imagination at Utrecht University. His work focuses on where imagined futures, games, and politics, policy and action connect. Email: j.m.vervoort@uu.nl Twitter: @Vervoort_Joost

“Seeds of Resistance” — art by Enora Efflam Mercier

Last year, for a brief time, I was part of the efforts by Dutch activist group Fossielvrij to take ABP pension fund, one of the world’s biggest pension funds, to court. The pressure of an impending court case, based on previous court wins, was so successful that ABP divested its 15 billion before the case even fully got started. Being part of this inspiring, wildly successful campaign inspired a game idea. There is a highly successful series of playful, funny games about court cases — the Ace Attorney games. This series has sold 9.6 million copies worldwide so far. The Ace Attorney games are irreverent, accessible, simple and clever. Games focusing on climate change are often boring, didactic, and focused on technologies and management rather than politics.

So what if we build a game about climate court cases that’s inspired by the Ace Attorney games — a game that is inspiring, wild, funny, political, accessible and deep? A game that’s larger than life in tone and vibe, but connected to some real life heroic stories of citizens taking on the seemingly unbeatable giants of fossil fuel — and actually winning? And here’s the twist — what if we could use this game to help support and fund actual climate court cases?

The result is a game we’ve decided to call All Rise, as a working title. Given the topic, the game will focus not only on the court cases themselves, but also on campaigning and creating momentum in society to make court cases successful. We’re drawing game mechanics directly from our interviews with activists and campaigners involved in these heroic efforts to pressure the powerful.

Things have really started moving and we’ve now been able to bring together a super cool team of people! Anticiplay PhD researchers Kyle Thompson and Carien Moossdorff have been involved in this project for a while now. Kyle is also a tabletop game designer, as is Lauren McManamon. Kyle and Lauren are developing and testing a tabletop role playing game version which also serves as an inspiration for the video game’s mechanics — read more about it here. Carien is helping to organize the game’s funding, and Mae van Veldhoven, our lead on communications in Anticiplay, is coordinating and organizing the project in terms of process.

We can now announce some exciting additions to the team! Niels Monshouwer recently worked as a producer on the 2022 Sony flagship hit Horizon Forbidden West, as part of the biggest Dutch game studio, Guerrilla Games. He also has previous experience working on indie games such as Tricky Towers. Niels has been with the All Rise team for a while, organizing and planning the game development and funding process, and we are very grateful to have his unique experience and leadership with us on the team!

We are also excited to announce that game narrative legend Meghna Jayanth is helping us with the game’s writing and narrative! Meghna has done narrative design and worldbuilding on indie hits 80 Days and Sable, as well as on Guerrilla’s previous title Horizon Zero Dawn. Meghna is also a leading voice in the game industry on challenging capitalist-colonialist structures in the industry and within games themselves to help create a better and fairer future. Read more about Meghna in this excellent interview. Having Meghna with us is a real gift — excellent writing is so crucial to a game like All Rise.

In addition, we’re welcoming the excellent Enora Efflam Mercier as our lead concept artist! Enora is a concept art lead with 8 years of experience in gaming. Their interest in ecology combines with world-building and creative thinking for video game environments. After having worked on competitive games such as Legends of Runeterra and League of Legends, Enora has returned to their passion for story-based games. As you can probably tell by the incredible art that is the main image of this blog, we’re very grateful Enora has joined the team. We’re so looking forward to seeing the beautiful environments Enora will create for the game to take place in!

And last, but certainly not least, we’ve had the pleasure of welcoming Curran Gregory, also known as Gigalithic, to the team as our lead character artist! Curran has been a freelance character illustrator for around 8 years. They were a character artist on 2020’s Paradise Killer — and with their unique style of bold characters with bright, energetic colors we’re sure the characters of All Rise will fully come to life under Curran’s paint brush.

All in all: new year, new people and a new phase: looking for funding! Are you interested, or do you know organizations who’d be interested in supporting All Rise? Do reach out to us by mailing to j.m.vervoort@uu.nl or niels@heldemar.nl!

We’ll be back to report on more updates from All Rise, so stay tuned!

Originally posted on the Anticiplay blog

Anticiplay is an NWO Vidi-funded research project that aims to establish a new design paradigm for the gaming sector in collaboration with CreaTures EU. You can find our mission statement here! In short: we’re all about Games For Better Futures and Futures for Better Games. Follow us @anticiplay on Twitter, and feel free to engage us with any questions, games that you think are inspiring, and anything else!

Climate Courthouse Game: August Update

By Lauren McManamon & Kyle Alexander Thompson

In late 2021, the Anticiplay team set out on a journey to make a climate courthouse game inspired by real life climate court cases against powerful polluters. This blog is the first in a series of dev blogs — describing the process and progress of making the climate courthouse game.

The Trilogy of Phoenix Wright: Ace Attorney by Capcom

You may recall that Joost Vervoort sparked the idea of using a Phoenix Wright-style game focused on lawsuits against the powerful to support real world climate court cases late last year. Well, we’re pleased to report that over the first half of 2022, an idea has since flourished into a budding project!

We’ve spent the last few months speaking with very impassioned people who work on climate court cases to understand the highs, the lows, what keeps them going, and how they go head-to-head with large, well-funded corporations. We learnt a lot about the legal side, but also a tremendous amount about the court of public opinion, and what they do to counter the greenwashing and media spin that Shell and other climate obstructionist organizations dispense to the public at large.

The vision for a game solely focused on the courtroom quickly expanded to a full social and legal campaign after speaking with them. It was a good reminder that courts don’t exist in a vacuum of laws and regulations, but sit nestled within the social fabric of society. In fact, in one case, the judge cited talking points from a social media campaign launched by the group we spoke to. The public discourse had clearly crossed over into the courtroom. It was a nice reminder that the actions we take as citizens of the world have a meaningful impact on these institutions — that keeping the conversation about climate crises alive and present can push change.

Aviary Attorney by Sketchy Logic

All we needed to do next was take all these experiences and transform them into mechanics and stories for a game. We wanted people to feel the frustration of dealing with powerful, well-resourced corporations and their underhanded tactics, and the joy of taking that power away from them through a Phoenix Wright-style investigation. We also wanted players to strategize their campaign, build cases of evidence against corporations, and pull off attention-grabbing protests and rallies — all of which would come down to a nail-biting courtroom scene.

The game cycle became clear, aligning with similar legal games with a twist. Here, the actors aren’t impartial investigators assessing facts to determine truth. These people have an invested purpose — as we all should, because we all know the truth: science shows we needed to take action yesterday. But shifting the social narrative against companies like Shell? That’s where the real work takes place. Companies have such a massive budget to spend on greenwashing campaigns, positive news coverage, and pro-oil advocacy — it’s so much obstruction that even though the facts are unequivocally on our side, change is extremely challenging to achieve. It’s about taking those facts and bringing them into the global conversation on corporate responsibility and accountability so change becomes possible.

The next steps are taking this cycle of play and brainstorming mechanics that push this story forward. There’s so much potential, it’s hard to know where to begin. War-room tactics? Phoenix-Wright-style pixel hunting? Social and public influence campaigning? We’ll see as we further test some ideas out and start prototyping. Alongside the video game, we’re also developing a tabletop role-playing game (TRPG) to really bring the whole experience to life, so be sure to look out for our specific TRPG dev blogs as well!

A huge thanks to the people who shared their experiences. The game is so much richer for the time and effort gifted to us, not to mention the mammoth efforts they’ve pulled off so far through their climate activism!

Originally posted on the Anticiplay blog

Anticiplay is an NWO Vidi-funded research project that aims to establish a new design paradigm for the gaming sector in collaboration with CreaTures EU. You can find our mission statement here! Follow us @anticiplay on Twitter, and feel free to engage us with any questions, games that you think are inspiring, and anything else!

OBJECTION! Help us build a courthouse climate game where you sue the powerful

Joost Vervoort (@vervoort_joost) is an Associate Professor of Foresight and Anticipatory Governance at Utrecht University. His work focuses on where imagined futures, games, and politics, policy and action connect. Email: j.m.vervoort@uu.nl.

The Trilogy of Phoenix Wright: Ace Attorney (by Capcom)

Last Saturday (11 September 2021) I attended a strategy meeting organized by Fossielvrij NL, an organization led by three women — Liset Meddens, Hiske Arts and Marianna van der Stel — who have been working for years to try to get the Dutch pension fund for civil servants, ABP, to divest their billions of Euros of investments in Royal Dutch Shell. Since nothing else has worked to move this pension giant toward divestment, Fossielvrij NL is now working to build a lawsuit to take ABP to court to force them to divest from fossil fuels — see the crowdfunding page here. Their plans have been inspired by previous court victories against the Dutch government, and against Shell itself.

I am a member of this pension fund, with all of my colleagues at Utrecht University and across Dutch academia — and ABP’s failure to engage meaningfully with divestment frustrates me. I feel that I have the right to demand change, and so do many colleagues. And I feel that engaging with ABP on this topic is a pathway for change.

So when I listened to the plans of the ABP Fossielvrij team — and the many enthusiastic people who joined the strategy meeting (either in real life or online) I was thinking about ways to help contribute to this cause. The answer was, of course, a game.

Phoenix Wright: Ace Attorney and its connected series of Phoenix Wright and other Ace Attorney games represent a series of games that focus on solving courthouse cases. They offer hilarious and engaging storylines and unique game mechanics around smartly presenting pieces of evidence to beat your opponents in court. Lots of intense court theatrics and larger-than-life emotions are involved. The games are simple in presentation — lots of static screens and text — but powerfully engaging.

Intense accusations in Phoenix Wright: Ace Attorney − Trials and Tribulations (2004)
As well as great insults in Apollo Justice: Ace Attorney (2007)

My idea: to make a Phoenix Wright-style game, but focus it on climate lawsuits against the powerful. Next to the two cases mentioned, such lawsuits are being tried all over the world.

This game will combine simplified but still realistic cases with the hilarity and intensity of the Phoenix Wright game style. Of course, the battle for the planet is intense and larger than life. So the fit seems perfect.

The game itself would do a bunch of things. It would make players familiar with successful court cases as well as areas where they run into challenges. It would give players some understanding of how such cases can be organized, and possibly increase their interest in contributing to such efforts, in one way or another. If the game is designed in a way that allows players to offer suggestions, it could even be way to collect ideas and strategies.

On top of this, I’ve proposed to make this a Kickstarter project where one part of the Kickstarter funds go to the development of the game, and the other part will be used to directly support the court case financially. This way, the game idea itself becomes a way to raise funds for the court case against ABP. After all, game Kickstarters can be pretty successful — people like investing in a game that they will be able to play later. The Kickstarter process itself would in turn be a nice way to make some noise more generally for the case.

Finally, this would be a super interesting case for the Anticiplay project. Because if it works, everything about this process — the game play, the Kickstarter aspect, the noise the process may make — represents what we are interested in as researchers in terms of the potential of games to contribute to sustainability transformations. This game and its development and marketing would all be intimately connected to real change in the world.

Of course, a game project like this needs support of all kinds. It needs game designers, programmers, and artists. It needs experts and those who have been or are involved in the court cases. It needs goodwill and funding. So, here’s the call to action! If you are interested in this project, get in touch via j.m.vervoort@uu.nl or via other channels such as our @anticiplay Twitter account or my personal account @vervoort_joost. And spread the word to people you think might be interested in this project!

Originally posted on the Anticiplay blog

Anticiplay is an NWO Vidi-funded research project that aims to establish a new design paradigm for the gaming sector in collaboration with CreaTures EU. You can find our mission statement here! Follow us @anticiplay on Twitter, and feel free to engage us with any questions, games that you think are inspiring, and anything else!