Not all of what I wrote matters; probably most of it will be
trashed, but that's part of what the experimentation is all about. I'm trying to find a way to make a solid
horror experience where the player gets sucked in to the text and forgets
they're playing the game.
But the notes don't cover everything, and they assume you
know what's going on in my head, because, of course, I wrote these notes for
myself.
So, in essence, what I had in mind before writing my notes
was this:
A horror text adventure that would be online, where the
player may meet other players in specific areas. Where players meet would be "safe
zones" so they can chat, discuss what they've seen, etc. I might offer a few "Channels",
such as one for Newbies and Mentors, and one for Roleplayers who like to keep
in character.
But beyond safe zones, the world would be randomly generated
for each player, so players could not meet outside of safe zones. In the world, it is creepy, dangerous, and
you are very, very alone.
The goal of the game is escaping the nightmare world. The player is trying to find a somewhat-legendary
exit, and must explore endless rooms to do so. ("Rooms", of course,
being text adventure vocab, and not necessarily literal.)
What follows are my actual notes, which meander
and babble, and just have random idea after random idea, expounding on each for
a bit before getting off-track.
Scraps and Notes and Ideas for Horror Adventure
5/1-5/3
Player ideas:
Player is a child ages 8-18 -- Scares metaphorical of
puberty, growing up, sex, schooling, abusive parents/authority, responsibility.
RESPONSIBILITY -- As you get older, you are given more
mechanics, have to do things more on your own/take care of younger
players. You start off with little to be
able to do, but as you go you have fewer people above you and more below, and
you must guide and defend others/show them the ropes. But as a result the world gets more dangerous
for you, making the game much tougher as you gain more responsibility.
You win if you survive long enough--Once you hit a certain
age, perhaps, the possibility of escape is made. Age, however, is constant, so the game is
essentially timed. You make it to age 18
and the door opens, hit age 19 and the door closes.
So you have 1 year to get to the end, once the end has
become available. However you start at
age 8, so you have 10 years to survive before the door even opens.
YOU CANNOT TAKE ANYONE WITH YOU.
Once you have survived all the way, your character gets
"hall of famed" whether personally or globally.
Is age in realtime? #Turns? Fraction of realtime? Don't want to use anything like exp or
leveling because some players may figure out tricks and beat the game fast. #
Rooms discovered?
3650 Rooms for 1 room a "day"! As long as you don't discover anything new,
you stay same age? :( But I guess it
does have advantages. It allows for "sprints" where the player is
trying to go from safe room to safe room.
So safe rooms are not quite random, but you only discover
safe rooms at intervals, and everyone discovers the same safe rooms? So like Players who find the first safe room,
that is the same safe room for everyone?
Or have multiple saferooms in each "year" that might
randomize, for instance. -> * problem here is I like the idea of older
players helping younger ones, and cutting off between years doesn't work.
Lock off each year with a "boss" be it monster or
puzzle (or monstrous puzzle?), which in turn also changes the theme of the
year. (One might be a puberty theme,
next might be authority theme?) Or
interweave minor themes together. Make
corresponding locations as themes, e.g. school/church = authority, woods =
puberty, etc. (But think them all through very well). You get a mix of each every year, but some
years get more of one than another?
Perhaps research that kind of stuff, as well as diffs. between male and
female! Perhaps use statistical chances?
In the last year, you are slowly stripped of your friends
(i.e. your path becomes more solitary).
Each time you log on, the description of yourself may change
slightly as you age.
Player has opportunity to gain skills through:
Practice - Player could take up an instrument and practice,
getting better at it
Exercise - Player could run around a safe zone to increase
speed
Hmm... I wonder though, should "stats" ever come
into play? Should things be quantified
in that way? Of course, PLAYER should
never see them anyway. But should there be stats hidden to the player that
effect the game? Little things that the
player wouldn't necessarily know to do?
Like running from a monster for long periods as it chases you would
increase some kind of endurance stat-- but what if we did some Cthulhu type
stuff where prolonged exposure to monsters drives you crazy?
And the crazier you go, the more monsters you see? That
might translate poor, especially if the player doesn't know.
What would sanity do? Insanity? If a player's sanity went down "all the
way" what would happen? We wouldn't
want to have them see other players as monsters because they would try to kill
them. That would be a bad experience to
innocent players in safe zones. Perhaps
if insanity went down all the way, the layout the player has been discovering
the whole time is erased, and replaced by more fixed rooms that always lead to
death? Or perhaps there is one safe
room, and if the player goes there and stays there long enough, they gain their
sanity back?
But what would such a room be like? The ultimate comfort of a real-world bedroom,
perhaps?
And what would a breakdown like that REPRESENT? If this is a metaphorical game of growing up,
what does it mean? Does it mean an
emotional breakdown, or something else?
For that matter, what do the monsters mean? If monsters that represent the confusions of
puberty go away after a time, they get replaced with monsters that represent
later teenage fears -- graduating, going to college/getting a job, the pressure
of parents.
I guess confusion is taken care of in a sense because the
player, as s/he goes, memorizes the layout of the gameworld, perhaps finding a
hub that they are comfortable with.
But how do you represent picking a college with a monster? Perhaps that is something for more intricate
details.
In fact, maybe special life choices like that are
"bosses" while general stresses, like high school classes and grades,
are more normal monsters. However, they
must ALWAYS be carefully described, so they represent these but are NOT
obvious. They CANNOT be obvious. They should be scary and original, and a
player would have to seriously read between the lines to get it.
Back to insanity, because that's a mechanic--
Let's see, being with players, as in peers, raises sanity
and calms you--or only if you're an extrovert?
Let's suppose you can pick whether to be an introvert or extrovert--to
be an introvert means non-multiplayer safe zones restore your sanity.
Not sure there :/
Wouldn't want a player to go insane because they're in a multiplayer
safe zone and an introvert.
Unless safe zones are complexes, with beds and lots more;
they are more like fortresses than single rooms, so you can go to a bedroom and
sleep or you can chat with friends by the fire.
So even if you're introverted or extroverted, being in a
safe zone is universally a good thing.
Maybe if you're one or the other, should you get a warning
saying "you need rest, find a safe empty room" or "you feel the
need to talk to someone"?
Maybe not that, in fact, you no longer need an
introvert/extrovert character, because if safe zones cater to all
possibilities, the player will do what is natural to them.
So safe zones are definitely complexes. Perhaps even tell the player they are in a safe
zone? Not in those words, but would
something like "You feel safe here" still be too gamey?
Should I let the player know they are safe--only if so then
through NPCs, or descriptions that speak to safety (the building is clean and
warm and friendly-looking, brightly lit and unshadowed, so nothing can hide).
Back to insanity--losing and rearranging the world isn't
something with too much real-world reference, except basic disorientation at
having a breakdown and not knowing who to trust. So perhaps instead of a world-rearrangement,
the world creates a bee-line for the closest known safe zone, and everything
else is cut off. You make a headlong
rush to get there, evading monsters that have previously been the ones who have
knocked the most sanity out of you, since those are the monsters you fear most
(maybe, but what if you are unafraid of a monster and know you can kill it, so
you do not run, and you laugh in its face, and let it try playing cat-and-mouse
with you. The player does not really
fear it, so sanity should not go down.
So how can that possibly be represented in game?) Maybe don't use time facing it, use harm
caused or an equation of harm caused/time, or something.
Maybe no matter what you do, you slowly lose sanity if not
in a safe zone, you just lose MORE when monsters are around, you discover a new
place, a new theme, etc.
Perhaps you gain sanity back when you defeat a monster,
solve a puzzle, etc?
Perhaps if you go insane, yet survive and restore your
sanity, your sanity meter is changed, either you are quicker to go insane
later, or perhaps you build up endurance so it takes more for you to go
insane. Perhaps the latter if you don't
go insane, but get close to it and get back just in time? Hidden vars, of course.
New idea -- how to make puzzle solving something randomly
generated like rooms? Perhaps come up
with a few types of puzzles that can vary in their details but basically play
the same. Like if the puzzle were a rube
goldberg machine (for instance) then there would always be ten pieces, and
piece number 3 could be randomly generated as one of four different pieces, but
they all ultimate do the same thing (connect piece 2 to piece 4 properly). I would just have to be careful to make that
kind of stuff work with all variants.
Alternately, puzzles could be less "in the world
physical" and more like brainteasers (Silent Hill 2's riddles, or
Sudoku-type puzzles). Could also have
puzzles be of the adventure game "find the inventory item and put it where
it needs to go" style. If there is
variation but logic to them, there could be something there. Like think of Raiders golden statue scene
where he uses a bag of sand as a weight.
You could have six different objects to put there of the same
weight. In your game, one of them is randomly
picked as the item that appears in your world.
There is always debate on those kinds of puzzles about
whether you should have the item first or find the slot first, but a randomly
generated layout leaves it up for grabs.
Think about a way to do what tabletop RPGs do: make the
player feel as though this is THEIR story, and not just a blank slate. Try to figure out how to make what happens
feel like it happens only to them. But
think about how that works if players in game safe zones were to talk about
their adventures. They can't sound all
the same. One player talking to another
might say "You'll never believe what I ran into!" and another player
will NOT have encountered the monster, or is very unlikely to, because the
details of the monsters are changed enough so that even if they play the same,
you think it's YOUR demon.
Find ways to ask questions at character creation? Or at some other point, maybe all during
first year, you pick your traits and hobbies and likes and personality which
gets displayed later. I'm kind of
annoyed by pre-creation, so what things MUST player choose?
Gender might be required, and some kind of basic description
of character (for the growth part), although maybe the player can fill that in
whenever.
Find a way to integrate things so perhaps first year is
semi-random, but as the player goes on s/he develops a play style, needs, etc.,
and these are saved to help make further year stuff.
Completely randomized is easiest, but player-based MAY feel
more customized. But would player
notice? Would completely randomized be
better because there is LESS chance of two players having similar experience?
Consider having some X number of monsters/puzzles/etc. per
year. Not predictable. Perhaps player does not necessarily run into
every monster/puzzle per year? Maybe the
number of each switches depending on first year experiences? Or ongoing
experiences?
Is there a way to encourage friendships and even
relationships between players? Or player-character's
complicated relationships are represented by puzzles and monsters?
IS THIS GAME ABOUT: Discovery? Survival?
You CANNOT solve the mystery, or at least the point of the
game is NOT to figure out where you are.
For all you know, you live in this world, and there is escape, at the
end, but you do not necessarily try to figure out WHY you are there. Perhaps fill the world with lore of escape to
make the player keep exploring to escape, so they don't sit in the same place
forever?
As for the older player-characters telling younger ones and
guiding them... does that really MAKE SENSE???
How often would that be? Think of
your peers, perhaps unless you have a sibling, you'll stick to kids your own age,
so unless one player "adopts" a younger one as a younger sibling,
that's not likely to happen. And I don't
know how that's possible technically, so Perhaps the yearly bottlenecks will
work best.
Of course, players who are faster than others would get
older faster, and would leave their friends behind. But in an abstract way, that happens in life,
not that people get older faster, but some certainly do mature faster, or move
on and find new groups of friends. Your
friends at age 8 are not usually your friends at age 18.
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