Post by Sweet Bro on Jul 16, 2010 6:38:43 GMT -5
Premise:
State of Mind (subject to change) is a survival horror game based in an insane asylum/hospital/prison type deal. Our protagonist is one of the patients (story still being worked) and has somehow gotten loose during a black out. During said black out, shit hits the fan, people die, whoopdy doo. It's our protagonist's job to do get out of this situation alive and perhaps finding his sanity along the way.
Essential Ideas:
Established Mechanics
Debatable Ideas:
Various Ideas
Discussion Points
That's all I got for now. Very much subject to change.
State of Mind (subject to change) is a survival horror game based in an insane asylum/hospital/prison type deal. Our protagonist is one of the patients (story still being worked) and has somehow gotten loose during a black out. During said black out, shit hits the fan, people die, whoopdy doo. It's our protagonist's job to do get out of this situation alive and perhaps finding his sanity along the way.
Essential Ideas:
- Meta-Physicality: The game is meant to be taken in a sort of "House of Leaves" kind of way. Due to your insanity, the environment changes in unpredictable ways, requiring you to think on your feet, and react accordingly, even though everything that's happening around you goes against goes against the most fundamental aspects of common sense. We want to mimic a sort of dreamland feel throughout the game, similar to that of the Scarecrow sequences in Arkham Asylum.
- Surreality: The horror we are imagining is not simply gore and guts type of thing that has become tried and true, that it's expected of. No. This type of horror abuses your perceptions of safety and fairness to make a game that will hopefully confuse your as much as it terrifies you. Think this. You're walking along some hallways when you encounter an enemy you must bypass in some way. His patrol path is pretty linear and Metal Gear Solid-esque. You begin to cross the intersection in a deft manner, when the guard suddenly turns his head in an Exorcist fashion. The chase ensues.
- Immersion: This is a staple in many horror games. It's what makes or breaks them. Being able to fall into the game, that small almost insignificant moment where you lean forward a bit or you being to slowly block out sounds outside, that's what we're looking for. This means few breaks, this means loading times, cutscenes, maybe make the pause screen a bit untrustworthy at times. We need this game to be alive. That is where beauty happens, that is where games are made. A proper use of color palettes could be a very effective way to establish this feeling.
Established Mechanics
- Insanity: To be frank, our protagonist is meant to be crazy. That's his/her thing. That's the point of the game. With the insanity tag, the creativity for this game really can be limitless. The character will be given an sanity meter to gauge how bad he/she's in it. With lower sanity, our character's sense of reality becomes warped and various effects are used to show this. Perhaps tweaks in lighting or mix-ups in color palettes. With high sanity, our character sees the world as how it should be, and reacts accordingly.
- Memories: Throughout the game, memories are scattered and stored in memorabilia. These items hold some sort of deeper meaning for out protagonist, describing his/her personal life, past and influences. Through these memorabilia, our character explores the memory in a sort of interactive cutscene. He/she views what's going on, and the player can live out the protagonist's memories to some extent. These memories are used to advance plot, employ a sort of character development, and perhaps for more meta-physical results. The thought of fleeing a memory should be discouraged. We can accomplished this by a sort of deterioration when the player chooses to flee a memory. Eventually the setting will start to fade and the character will return to the plot point, where ever that may be through some function.
- Glitches: The point I want to bring up here is this sort of 'glitch' mechanic that we hope can be employed in the enemies, where they defy the parameters of the game. This brings an entirely new level of insecurity and unpredictability with the game, hopefully resulting in some scares. Of course, this would have to be done very well, lest it be confused with lazy programming. During particularly insane fits, our character would see enemies phasing through walls and becoming nigh impossible to defeat or other such disincentives.
- Stealth: There will be a sort of stealth mechanic put in place in the game. Direct contact with enemies should be discouraged, and avoided as much as possible. Fights should be out of desperation, not of necessity. Stealth should be based off of the lighting I think. Perhaps during insane sequences, the instances would change.
Debatable Ideas:
- Health: No ideas have been set on how to recover health, how the health should be displayed, and if health should be separated between the physical and meta-physical.
- Menu: For the menu, the idea was being thrown around that our character should carry around a spiral bound notebook. It would act as a sort of menu, and he would pull it out of his pocket when the pause button/key was pressed. There would be categories such as "Notes/Map/Save/Options/Inventory/ect." and everything would have a handwritten feel.
- Perspective: No ideas whether it should be third person or first person.
- Voice: Debating whether the main character should be voiced or not.
- Choose Your Destiny: Debating whether being able to change your story based on your actions in your memories.
- Enemies: I have no idea what we can use for 'enemies' in any conventional sense of the word. Having a House of Leaves kind of deal, combined with enemies seems to clash a bit. More will have to be established before we can ascertain what we'll have for enemies.
- Pills: Perhaps a power-up system based on pills. More on this in idea section.
- NPC Interaction: How should we interact with NPCs? Should it be some sort of Mass Effect/Fallout sort of interface, or should it just be smooth scripted events like Half-Life with Yes or No responses mapped to Left and Right Mouse/Tigger buttons.
Various Ideas
- Pills: Some pills, the ones you'll use most often, are uppers and help you return to sanity. You'll find these all over the place. Doses will be around 2-3 per bottle, (If you chug the whole bottle, wouldn't that lead to, you know, death?) perhaps with more key pills, infinite. Maybe they could give you powers to surmount your meta-physical demons? There could be pills to make you larger, make you invisible, make you faster, make you see through walls, but if you use these pills too much the effects begin to become less prominent, and if you OD on the pills, your sanity hits zero (where you'd be at about mid sanity once you start using the effect pills, because at full sanity you can't use the pill because you're in reality) and there becomes some backfire relating to a phobia, and the effect of the pill. Like if you OD on the big pill, enemies become HUEG, Megalophobia. Or if you OD on the invisibility pill, you stand out more, maybe you become shiny or some shit, and eyes begin to appear and watch you out of nowhere, paranoia. Perhaps these can even affect the plot in some way. If you become paranoid, you might become unable to talk to Plot Point X or Side Quest Y, making you monitor your pill use. Though there should still be instances where you MUST use them, just not everywhere.
- Crazy Guy: During some part of the last 50% of the game, you find a boss that you can only reach during low sanity, and it's necessary to the plot. As you begin to enter his lair, you see some grungy shit, contradictory to the surrealism you've seen throughout the game. It looks downright Texas Chainsaw Massacre. Organs are strewn all over the place, as gruesome a scene as you can paint, and your sanity is still like 0 at this point. Then you go on with the boss fight. After the fight, you find some uppers on the guy and take them, and your sanity goes to 100%, and your bar even increases a little, but the setting doesn't change. There are still giblets and organs everywhere, and it's all real, not a figment of your imagination. Turns out the guy really went to town during the black out. The second you step out of the room into somewhere normal, you throw up.
- MC Escher: We GOT to have an MC Escher kind of room going on. Come on, it's a must. Maybe in one of the Cuckoo's Nest guy's rooms, he has an Escher painting or some shit. We just HAVE to stick something in there.
- Deteriorating Memories: I also like the idea of memories being a bit deteriorated or if your character doesn't remember some of the details those things would be replaced with surreal oddness. Like if you were in a public area with a friend and you were remembering a conversation. The passerby could look extremely strange or if for some reason. Or if you cut the conversation short and run for it... at a certain distance the scenery would start deteriorating. Or your friend, now a monster, would chase after you, drag you back to where you once were, change back to normal and things would continue how they were like nothing happened.
Or maybe you can visit some memories more than once but certain aspects of it would be radically different. - Environment & You: Viewing particularly gruesome scenes or fighting enemies should lower your sanity. However, scenes that directly affect your senses should raise you back to reality; such as showers, eating food, comfortable beds, and alarm clocks.
- Color Palettes: Another thing about horror game settings is color... it's usually either all muddy reds and browns or dull blue / grey. Once the power comes on again I'm imagining that the normal building interior being bright, white starched looking area. (Entering a dark area or the lights suddenly shutting off again would be even more dramatic.) Any areas of saturated color would be jarring which might not be a bad thing if done properly. I'm not saying rainbows everywhere but if you walked into a bad early-childhood memory that's really garish-looking when the past half-hour was pretty bland...
Discussion Points
- Weapons
- Enemies
- Story
- Voice
- NPC interaction
- Protagonist
- Location of facility
- Stealth mechanics
That's all I got for now. Very much subject to change.