Am I allowed to script a drunk/drugged screen sensation?

I am creating a meme game wherein I am trying to implement a drunk or a drugged screen sensation if the player does a particular task.

I’ve searched throughout the ROBOX Tos to find if this is allowed or not but it doesn’t seem there is even a single word about using a drunk or drugged sensation on a person screen or I can’t find the specific article about it.

The fact that you’re referring to it as “drunk/drugged” would indicate a no because of your intent.

Can you explain more about the context? How does the player activate the effect? Why not just call it a “confusion” effect?

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Pretty much what @buildthomas said. The intent is the main thing. Otherwise I’d just try to make it as viewer-friendly as possible to avoid motion sickness and an epilepsy/seizure risk.

If the context you’re applying this effect in is appropriate for Roblox (ie. an indicator of being poisoned, confusion from a shockwave, indication that you’re low on health, etc), the effect itself is fine. If the context is not appropriate (use of drugs, drinking, etc), then absolutely not.

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Yeah you can call it like that

That’s something I’ve not figured out yet, I am thinking about letting a player drink out of a bottle and then receiving said confusion or something similar to that.

This is not appropriate for Roblox as it is a reference to alcohol.

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What If I don’t label the bottle with an alcoholic brand so you can’t indicate there is an alcohol reference.

Besides I’m sure that many Potion gears have somewhat similair effects that mess up an user’s screen after clicked on.

Drinking from a bottle and becoming confused is an unmistakable alcohol reference and even if you do not label the bottles, is not appropriate.

If any do exist, the primary function of the gear would definitely not be to simulate drunkenness. If you find any gear that do this, feel free to share them.

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This still depicts the user becoming “drunk” from a drink; it could be misunderstood as alcohol.

If the bottle ressembles something like a beer bottle, then that’s a big no no.

If the effects are intent on being 100% accurate towards being drunk/drugged, then its bad as well.

Personally, I’d make your bottles something unrealistic like a potion bottle or something along the lines.

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Sounds reasonable enough to me

Attempt twisting it into a potion(just slap a label on the beverage that mentions about the effect), follow it up by calling this ‘effect’ for nausea. I think that’ll do.

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Provided the sole function is not to make the player confused, but is rather regarded more as a side-effect (eg. Nausea from a speed potion that makes it difficult to see where you’re going), using the effect on an obvious potion might be fine. This issue is very subjective and depends heavily on context.

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i’d exaggerate the fact that it’s a potion to be safe.
i’m not sure what you’re gonna do though since it’s your game and a meme game

How about walking through a mist and then getting confused?

This. Basically a side effect from a drink thats bad for you.

Why not setup some mesmerising object (swirling circles).
If player is looking at it and is within x studs then activate the confusion process.
Perhaps have the effect last for a short time even if they move away.

If you do do it, make sure the player knows strictly it is a potion and what it does. Try putting a Gui that says “Nausea” or whatever it simulates. Though, make the bottle nothing like what the title references. Try putting a clear difference from a “drunk” effect in the simulation. As drunk would get you dizzy, and your eyes wonky, make it do the somewhat opposite. Not saying completely disband your idea of making them feel dizzy, but put a clear indication that they are not simulating being drunk.

In a game I played a while ago, Club Boates, there was something called “Boate Cola”, in which made a “drunken effect” on the screen. I’d assume that this is not against the rules, as long as you do not directly state or obviously make it alike to alcohol (for example, putting it in a bottle that looks extremely similar to one that alcohol would be carried in). It depends on what you are using this effect for.

Despite all of the replies which appear to defend the idea so long as the effect of drunkenness is rebranded or repurposed, I agree with @buildthomas insofar that the very fact you’re intending to simulate drunkenness at all is misleading for the children playing Roblox.

A story game in which the player “drinks poison” and is rendered vegetative is much different to a meme game. Personally, I would only do the former in the event that it actually was poison; I wouldn’t use it as a mask for alcohol.

Arguably, your intents should be child-friendly.