|Product / Service||SHASN - THE POLITICAL STRATEGY BOARD GAME|
|Category||B05. Media / Entertainment|
|Entrant||MEMESYS CULTURE LAB Goa, INDIA|
|Idea Creation||MEMESYS CULTURE LAB Goa, INDIA|
|Production||MEMESYS CULTURE LAB Goa, INDIA|
|Post Production||MEMESYS CULTURE LAB Goa, INDIA|
|Anand Gandhi||Memesys Culture Lab||Co-Founder|
|Zain Memon||Memesys Culture Lab||Co-Founder and CTO|
|Aayush Asthana||Memesys Culture Lab||Game Designer|
|Nidhi Shetty||Memesys Culture Lab||Assistant Producer|
The film opens with a special agent making her way to an elaborate, secure facility. Under dimly flickering tube lights, we see the silhouette of a hardened criminal. The agent sits across him, and calmly lists the heinous crimes he is accused of. She gets increasingly animated as she unloads a barrage of accusations, ranging from extrajudicial killings to the extinction of the giraffe. As she reaches a crescendo, the camera turns around to reveal the suspect - a young, disaffected blue haired millennial. He snaps at his mother to stop yelling and continue with her turn. We suddenly realise that they are in fact, playing a board game. The trailer completely shifts tone and assumes the grammar of a classic board game commercial. We realise that all the characters are a family playing SHASN - a game so competitive and immersive, you can’t help but roleplay your political ambitions.
Board gaming is a classic medium in the throes of a renaissance. As new creators have scaled their ambitions, the market has been steadily expanding over this past decade. However, it remains a largely unorganized industry, proliferated with small creators bringing passion projects to life. We entered this landscape with the intention to disrupt and innovate. We leveraged our film expertise to craft the cinematic trailer of a global production. As Indian creators, we were deeply entrenched in our country’s politics, which we used as a starting point to begin larger, global conversations In the film itself, we build the antagonist up to the ultimate political evil, who is then revealed to be a young board gamer. This character is a visual exaggeration of the millennial archetype, blamed for several large-scale system failures. This is cultural commentary on how younger generations are perceived (and sometimes unfairly blamed) by their predecessors.