Squid Game
Submitted to RPGGO's Official team by mamamia, the original AI game creator of "Squid Game"
Last updated
Submitted to RPGGO's Official team by mamamia, the original AI game creator of "Squid Game"
Last updated
Hey y'all, Mamamia here! I'm just a humble game design student who loves watching the latest TV shows, like Squid Game. Combining my passion for game design with inspiration from the show, I came up with this game. Here’s how the idea originated and the process of gamifying it.
Coming up with feasible design ideas can often be the hardest first step in game design. So, let’s start here. When I watched the show, I thought, "Man, if I were in that game, I’d totally kick their butts and win the rewards!"
Building on this idea, the concept is to recreate the classic and some new scenarios from the original show—designed for me to play and win.
Every great story needs a stage, and that’s where we’ll begin. Since Squid Game is such a massive hit, large language models (LLMs) already have a solid stash of data about it. All you need to do is type “Squid Game” and “modern setting” into the worldview section of your game design tool. Trust me—they’ve got you covered.
Thinking of designing a bunch of fun NPCs to spice up the game? You could… but you probably shouldn’t. Here’s why: real players will eventually grow tired of juggling between characters and dealing with their quirks and chaos. After a few rounds, they might just want to get rid of them altogether. Instead, focus on having a single game master to host the game, take on other player roles, and interact with everyone. That will be more than enough.
Keep your scope manageable! Think like your target audience while refining your craft.
One interactive NPC to handle it all—that’s the key. With that in mind, let’s proceed: one NPC, all the functions.
A general definition of a "game" is: "A structured activity involving consistent actions guided by a cohesive set of rules, designed to engage participants and elicit specific emotional, cognitive, or social reactions." So, let’s start by setting the rules.
Step one:
build a game master and establish the character cognition of the LLM. Define its identity and core function in one concise sentence, like: "You are the host of this text-based Squid Game session.
" More prompts don’t necessarily mean better gameplay—it’s like wearing ten layers of boxer shorts. Less is more.
Next, define the rules of your game. This is the most crucial step. Write out the mechanics, levels, and context. Here’s what I used for my game:
This basically sums up the game and sets the whole thing in motion. You can add the personality traits and tones of the game master. Their personality will shape the entire vibe of the game.
I wanted a potty mouth with immense power, like death in the new Castlevania anime series. so I just went for it. Do whatever you want.
The chapter section contains the second important part of the game, the Opening Line. How the LLM text game works depends heavily on this section. Essentially, you are building a dialogue output template for the LLM to follow. So take it seriously. You are setting the overall tone of how the game reacts, and how the game branches from it. You can use markdown format and code block and other fonts, and emphasize it on the lore list.
Rules? Check. Now let’s talk about the Goal. This is where you make everything actionable in the Game System section. Without a clear goal, your game’s just fancy text with no purpose.
My advice? Use natural and precise sentences for both the "Goal & Condition" and the "Failed Condition" parts. Keep it simple, like this:
Goal: The player must survive until Level 6 is complete and win the rewards.
Failed Condition: The game ends if the player dies.
Make Sure you write down content in Goal Displayed to Player otherwise your player might get LOST!!!
Optional Details are great for more detailed narratives. But honestly? For a function-oriented game master like ours, you can skip this fluff. The game master’s role is already set—don’t overcomplicate it.this part can be skimped.Optional Details Some tools let you add extras like:
Recent Actions of the Character: hosting the game
Personal Secrets/Flaws: none
Current Emotions: Hyped
Before you post your magnum opus to the public lobby, you should run some testing of the game, and make sure it's a functional piece. And how you want it to be, (or at least doesn’t crash halfway through). Once you fact-check your work, you can post it in the lobby or discord channel.
Cute of you to think everything ends with posting it and being done with it.
The fun bit starts now. You can share the game link with your friends, get new game ideas from their feedback, and tune your game to make it better.
Review, Reassemble, Recreate, git gud, the show never ends!