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- as part of a submission to method et. apparatus, i am keeping a braindump here
- as i go.
- ---
- i am interested in exploring the relationship between a reader and the
- perceived characters in the text. interactive fiction should have some sense
- of narrative, but the narrative only exists so much as a reader encounters
- parts of it. the way in which that happens is through a character that is
- controlled; that character exists somewhere on a spectrum running from an
- avatar that the reader steers through a world, to something that makes the
- reader feel as if they *are* the character in question.
- i want to write a game that deliberately calls attention to this relationship,
- with text that explicitly brings the reader in and out of the feature
- character.
- ---
- premise: you are a victim of a zombie outbreak, and have been chained up in
- the basement and abandoned because your friends didn't have the nerve to put
- you down. you flicker in and out of consciousness. you have the ability and
- the option to escape.
- mechanics: randomized periods of unconsciousness; during that period, the game
- drops into third person, and you 'control' the character by giving it commands
- that it may or may not be able to obey. during consciousness, the perspective
- is first-person, and you have more control over the body.
- ---
- i'm using a puppy as my test object for interaction, but this gives me the
- immediate task of trying to establish some sort of moral code for the player.
- the zombie character can easily not display any sort of morals, only obeying
- the whim of the player controlling, but if the human character shows any sense
- of reluctance or behavior changes that are not what the player wanted, then
- the player will feel separated from the character.
- an interesting question is that if the zombie is a mindlessly obeying entity
- while the human displays its own character, how does that effect my initial
- intent to play with the relationship the player has with the character?
- ---
- after working out some actions and objects, i'm trying to figure out a
- narrative difference between zombie mode and human mode. in zombie mode, the
- player can't always cause the character to act, but can still examine the
- world and meta-think. in human mode, the player has far more in-game agency.
- so, a part of gameplay i want is for the player to spend more zombie time
- examining the world and figuring out puzzles, and take advantage of human time
- to perform actions. i want the human time to gradually shorten as gameplay
- continues, until at point at which the character will remain in zombie mode.
- so, if the player wastes a lot of time just flailing ineffectually, eventually
- there will be no way to escape.
- ---
- yes, this is just another escape-the-room scenario, i guess!
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