Honestly, reading it gives me the same impression as . Too simplistic, too direct and most of all, too linear. Here's how you pitch an idea for a game. There are some games that are already like it, but hear me out nonetheless to get an idea of how you need bases covered when you come up with an idea for a game. It will take a while until it gets to the politics, but the reason why will be reiterated when it gets to that.
Here a shot at something similar. Imagine one of these 'isometric' 2d games where you move 'upwards' and 'downwards' as well, rather than ye olde castlevania sidescroller. It's a simple hack'n'slay with roleplaying elements. And instead of the story being about defeating the robber barons, it's about simply surviving. During story/quest-related dialogue, custom images are placed above it to help narrate (like a big smartphone covering the screen when something important is seen on your cell). The political premise (which should or should not be explained depending on what it is): The IMF has downgraded your country's level of creditworthiness, your state has become irreversibly insolvent, thus it can't borrow any new money from central banks and has gone bankrupt. From one moment to the next, police, welfare, subsidies for industries that can't carry themselves on their own merit, everything is gone. Luckily, you are right in front of your front door when you see it on your phone, and when you hear the shots, you rush into your own house and hear more shooting. After the tutorial inside your house, you come back out, either at night or in the day, and several of your neighbours are dead on the street. The others have no idea what is happening. Trying to head to work is a questline in and of itself, because you either don't have a car, or the same people that killed your neighbours also rendered your car unusable. You can only travel to different areas, once your car is repaired, that includes your workplace.
The tutorial
'Your house' at least your first/original house is where the tutorial takes place that introduces how things work (if it is set in a europoor country, remember that the player needs to make progress in certain directions of the game before he unlocks his first firearms). Interacting with different parts of it describes or hints at what they will later be good for. For instance the door to the hobby room would be good for practising skills as detailed later. The bed is for ending the day, the computer is for accessing the internet. As for story, the story in the tutorial involves the player character freaking out and in read-able monologue, decide to start a diary or two to get his thoughts straight. The diaries are on the desk and become your quest menu.
The combat system
The game operates on an old system, but the use of it could invoke nostalgia. Whenever you strike an enemy with a weapon, you only have a chance at hitting them, and your chance at hitting them with some weapons can be reduced by enemy traits. Your character has two accuracy levels. A melee accuracy level and a ranged accuracy level. Successfully landing attacks on enemies gives you experience that allows to increase them. The higher your accuracy with a type of weapon, the higher your chances at actually hitting the enemy with them. Whenever you draw your weapon, your controls slightly change. The arrow buttons still direct where you go, but where you're facing is directed by wasd. That way you can do things like run away/back off while still attacking the enemy. Depending on what the software allows, firearms either simply fire a projectile in a straight line, or slightly spread it based on your accuracy level.
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