notes.txt 2.7 KB

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  1. as part of a submission to method et. apparatus, i am keeping a braindump here
  2. as i go.
  3. ---
  4. i am interested in exploring the relationship between a reader and the
  5. perceived characters in the text. interactive fiction should have some sense
  6. of narrative, but the narrative only exists so much as a reader encounters
  7. parts of it. the way in which that happens is through a character that is
  8. controlled; that character exists somewhere on a spectrum running from an
  9. avatar that the reader steers through a world, to something that makes the
  10. reader feel as if they *are* the character in question.
  11. i want to write a game that deliberately calls attention to this relationship,
  12. with text that explicitly brings the reader in and out of the feature
  13. character.
  14. ---
  15. premise: you are a victim of a zombie outbreak, and have been chained up in
  16. the basement and abandoned because your friends didn't have the nerve to put
  17. you down. you flicker in and out of consciousness. you have the ability and
  18. the option to escape.
  19. mechanics: randomized periods of unconsciousness; during that period, the game
  20. drops into third person, and you 'control' the character by giving it commands
  21. that it may or may not be able to obey. during consciousness, the perspective
  22. is first-person, and you have more control over the body.
  23. ---
  24. i'm using a puppy as my test object for interaction, but this gives me the
  25. immediate task of trying to establish some sort of moral code for the player.
  26. the zombie character can easily not display any sort of morals, only obeying
  27. the whim of the player controlling, but if the human character shows any sense
  28. of reluctance or behavior changes that are not what the player wanted, then
  29. the player will feel separated from the character.
  30. an interesting question is that if the zombie is a mindlessly obeying entity
  31. while the human displays its own character, how does that effect my initial
  32. intent to play with the relationship the player has with the character?
  33. ---
  34. after working out some actions and objects, i'm trying to figure out a
  35. narrative difference between zombie mode and human mode. in zombie mode, the
  36. player can't always cause the character to act, but can still examine the
  37. world and meta-think. in human mode, the player has far more in-game agency.
  38. so, a part of gameplay i want is for the player to spend more zombie time
  39. examining the world and figuring out puzzles, and take advantage of human time
  40. to perform actions. i want the human time to gradually shorten as gameplay
  41. continues, until at point at which the character will remain in zombie mode.
  42. so, if the player wastes a lot of time just flailing ineffectually, eventually
  43. there will be no way to escape.
  44. ---
  45. yes, this is just another escape-the-room scenario, i guess!