Working With System Dynamics


Our game for P3 focuses on managing a high-end, “cutting-edge” restaurant where aspiring chefs come to improve their skills as a part of a very selective program. Our main system is thus restaurant management with a focus on relationship building with your employees. We hope to make players reflect on their play styles as they try to make their restaurant both sustainable and famous (or infamous), since many of their decisions could result in continued life or death for themselves, their restaurant, their employees, and even their customers!

Our gameplay loop is based on playing through as many days of service as you can. Each day will require the player to order ingredients, interface with the ingredient companies and delivery workers, draft their menu for the day, and provide an enjoyable experience for their guests. The decisions a player makes throughout the life of their restaurant will affect its revenue making capabilities and it’s popularity. Decisions will also affect larger aspects of our system like player-chef relationships, player-customer relationships, etc. All of this will be done through the dialogue options a player chooses each day.

Right now our gameplay arcs are contained within the chefs of our game. Players will hopefully become connected to each chef, learn about their lives and the problems that affect them outside of the restaurant, resolve the problems that affect them during their shift (like another chef wanting to cook them or a petty argument). We do not have any time-locked story arcs planned like a restaurant opening arc, a critic visit arc, but may incorporate random events into our game that are more impactful than a guest disliking their meal.

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