Mountains in Venezuela
Mountains in Venezuela

Venezuela: A Social Impact Game

Venezuela: A Social Impact Game

TIMELINE

Around 2016

FORMAT

Web

ROLE

Game Designer

Background

This project was created during my time in university as a way to better understand and raise awareness about the socioeconomic crisis in Venezuela. The result was a digital narrative game that lets players experience life through two fictional perspectives: Luis, a doctor working in one of the few operating hospitals, and Nathaly, a single mother facing severe poverty. Players are randomly assigned a character and must navigate a branching storyline, making difficult decisions that affect the tone, length, and outcome of the experience.

Goals
  • Educate players about the social and political challenges Venezuelans face.

  • Encourage empathy and awareness by putting players in emotionally complex scenarios where every decision has weight.

Landing page for the online narrative game
Landing page for the online narrative game
Landing page for the online narrative game
Process

Choosing a Topic

At the time, Venezuela’s crisis was dominating the news, but I realized how little I actually knew about the lived experience of its citizens. I chose this project to challenge myself to learn more and help others do the same.

Research

I read academic papers, news reports, and firsthand accounts. I also conducted interviews with Venezuelan residents living in Miami to better understand the cultural and economic realities from multiple perspectives.

Game Format

While I initially considered a board game, I decided on a digital narrative format to better support emotional immersion and storytelling. This also allowed me to simulate branching decisions and moral dilemmas in a more personal, text-based experience.

Narrative Design

I wanted players to feel the weight of their decisions—and the near-impossible choices Venezuelans were facing at the time. The game presents two character-driven narratives shaped by those realities.


Nathaly’s story focuses on food scarcity, crime, and the daily struggles of providing for her family. Luis’s story centers on corruption, resource shortages, and the collapse of the healthcare system.


Initially, I planned to include a third storyline featuring a wealthy character to contrast the class divide. But during my research, I learned that most of Venezuela’s wealthy population had already left the country as the crisis worsened. Those who remained were typically middle class—still affected by the instability, though with slightly more access to scarce goods. Without enough firsthand insight to do that story justice, I chose to focus on the two perspectives I could represent more authentically.

Story map for the game
Story map for the game
Story map for the game
Playtesting and Iteration

First Playtest

I tested Nathaly’s story first. Players became emotionally invested, and many expressed anxiety over the decisions they had to make. Feedback was positive—they felt transported into the character’s world and appreciated the depth of the writing.

Second Playtest

When I introduced Luis’s story, testers pointed out a few narrative issues. For example, they suggested moving a high-stakes decision (reporting poor conditions to a journalist) later in the story—after players had a better understanding of the stakes. I also added historical context to the introduction and clarified the player’s goal. Other refinements included improving tone, highlighting hospital resource scarcity, and showing the effects of hunger more vividly.


All feedback was incorporated into the final version of the game.

What I Learned

This was one of my first experiences designing with empathy at the core. It taught me how to balance storytelling with social impact and how to use research to ground creative decisions. While it's an older project, it still represents the kind of work I care deeply about: designing experiences that help people better understand each other.