Alright, since another thread was getting off-topic about this, I thought I’d just bring it up here. Suffice to say a case can be made for why the common cold and influenze viruses aren’t exactly prime candidates for a post-apocalyptic world. Yeah you can handle it with some handwavy sci-fi/magical mumbo jumbo, but I’d like to make a case for dropping communal illness in favor of something faaaar more prevalent in a world without people.
Mold.
Mold is everywhere. And when mold colonies grow to significant size, the particles they give off can cause symptoms that range from inconvenient, to dangerous, and even deadly. The list of symptoms common with mold exposure is actually quite long and interesting:
Level 1 Exposure:
Sneezing
Itching Skin
Redness and skin irritation
Watery Eyes
Itching Eyes
Headache
Level 2 Exposure:
Constant Headaches
Nose Bleeds
Feelings of Constant Fatigue
Breathing Disorders
Coughing up Blood or Black looking Debris
Nausea
Diarrhea
Vomiting
Loss of Appetite
Weight Loss
Hair loss
Skin Rashes
Open Sores on the Skin
Memory Loss "Short Term"
Neurological & Nervous Disorders
Sexual Dysfunction
Swollen Glands in the Neck Area and under the Armpit
Sudden Asthma Attacks or Breathing Disorders
Ear Infections and Pain
Chronic Sinus Infections
Chronic Bronchitis
Pain in the Joints and Muscles
Level 3 Exposure:
Blindness
Brain Damage
Memory Loss "Long term"
Bleeding Lungs
Cancer
Death
Many of these are either already a separate game mechanic that could be borrowed, and others would make interesting mechanics on their own. And that’s just aside from the basic cold-like symptoms that are already there.
There’s a few reasons why I think mold would make a better problem to focus on in terms of gameplay:
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The danger of sickness can be partitioned by area. A tool store would have relatively little danger while a house would be worse, and sewers would be really quite dangerous. Different kinds of molds are found in different places and in different quantities, allowing you to define different illnesses and symptom groups based on location.
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Environmental protection such as bandanas, dust masks, and filter masks could be used to mitigate and even eliminate risk of mold infection, giving the player an active way of combating the risk of mold infection.
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Because the way that infections get worse and get better is through exposure, spending large amounts of time in a mold-risk area increases the severity of the symptoms, and removing yourself from those locations reduces the severity. This means that living inside ready-made living like houses becomes moderately less attractive over the long term. This in turn encourages players to use crafting skills over the long term. It also means there will be an incentive (and a need, at times) to spend time outdoors in order to recover. It could be treated in a similar way to how Fallout games have handled radiation. Only the ticker would go down naturally over time.
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Because of the way mold affects the body, you can keep an invisible ‘count’ that increases as the character gradually spends too much time in moldy areas, and decreases as they spend time in fresh air. They won’t start noticing symptoms until they pass a threshold. And that count can keep going up, unlocking new symptoms as the fungal infection gets worse.
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There’s already plenty of focus on zombies. They attack you, they infect you with bites, and even cause the minor inconvenience of the common cold. I think the environment itself needs to play a bigger role as an obstacle. The period of time immediately following the breakdown of humanity would be a time of immense mold growth as molds take over leaky houses and consume all that food that’s not getting eaten. The mold won’t get to you right away, but over time, wandering through so many abandoned buildings left to rot, that’s gonna start to get to you. It’d be the kind of thing you’d feel like you could safely ignore until suddenly you’re sick. And the only way to get better is to give your body time to recover - away from mold. Or it’ll just get worse. So you might realize that safe little house you’ve been sleeping in might just be slowly killing you.
With the addition of Z levels coming, there will be moldy basements and attics to explore, and as structures in the world get more interesting, there will be parts of them that are less safe to investigate without at least a dust-mask. I dunno, I think think the range of symptoms, the fact that it adds an additional menacing quality to places that should be unpleasant, and the possibilities for variety and management make it far more interesting than ‘get cold > take dayquil.’