Unionization simulator. Talk to coworkers, see who is supportive. Risk revealing too much to soon to someone who runs to the bosses.
Also strike simulator as a sequel.
Revolution simulator for the trilogy.
I read an idea a long while back that I’ll repeat:
A spy game in the style of Splinter Cell, except you aren’t the guy, you’re his handler. You tell him “crawl under that laser,” or “wait a moment, there’s a guard… okay now go!” or “input the following sequence to disable the doomsday device,” and he more or less listens to what you tell him to do. The issue is that the more you fuck up and get him hurt or killed, the less likely he is to listen to you. So you have to build up a relationship with your spy by giving him good instructions in a timely fashion and getting him to complete missions successfully. Over the course of the game, as you progress, you’d be able to tell him to do more dangerous things because he’d trust you more. Playing the game successfully would make you feel like you and your spy were a well-oiled machine, working together to take down supervillains and criminal syndicates.
Even more interesting… Imagine a 2 player co-op game. The “spy” player is playing a tactical fps, but has no minimap or enemy detection. The “handler” player is patched into all the security cameras and tells the spy where to go and where the enemies are.
Well I have great news for you. That game already exists. Look up Operation Tango.
In college I made a game called Freefall Simulator. The idea was to make a game with the goal of making the player motion sick, as if they were falling.
It worked, a little too well.
I had to play it for hours on end.
You were ahead of your time. Turns out, motion sickness simulations became so popular, that companies started building hardware specifically for it.