Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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e kind of like a puzzle game where you don’t<br />
directly control things, but only influence them.<br />
Eventually, by looking at documents on tables -<br />
which you could easily read but you might need<br />
a MC to hold them up for you - and exploring<br />
the area, you will begin to figure out that you’re<br />
being held in the “dungeon” of some kind of<br />
secret paramilitary experimental <strong>com</strong>pound, and<br />
everything you’ve seen so far (including your-<br />
self) is part of the inhuman and unethical work<br />
being done there.<br />
Early on, the main incentive to keep going<br />
is to figure out who you are and get the hell out<br />
of there. The only real dangers are the occa-<br />
sional automated security systems and general<br />
instability of the abandoned areas. However,<br />
about 30-35% of the way through the game,<br />
the threat level increases. This happens when<br />
you start running into human enemies who<br />
appear as very bright red and green essences.<br />
You must try and avoid these enemies, defeat<br />
them through cunning (since you’re not much<br />
of a fighter), or order your Mindless Creature<br />
minions to attack them. But the largest change<br />
to how the player would approach the gameplay<br />
<strong>com</strong>es when you discover a very alive, very ter-<br />
rified young woman and her little brother.<br />
Suddenly, you’re not only responsible for<br />
your own survival, but also that of two innocent<br />
civilians you’ve found. First, you must gain their<br />
trust and indicate to them that you’re not a<br />
threat. Then you’ll have to establish a system<br />
of <strong>com</strong>munications with the older sister (the<br />
younger brother is either oblivious or ill - this is<br />
currently undecided), using the hand motions<br />
previously mentioned to set up a crude sign<br />
language (with meaning reinforced by shaking<br />
or nodding your head to her questions). It would<br />
obviously take some time for the player to get<br />
a handle on the setup, but when they be<strong>com</strong>e<br />
accustomed to it, using these motions allows<br />
the rest of the game to be more interesting and<br />
dynamic.<br />
Unlike the Mindless Creatures, the young<br />
woman, and to some extent the boy, are aware<br />
of what’s around them and pay constant at-<br />
tention to their situation. These characters are<br />
hurt by dangerous things and be<strong>com</strong>e fright-<br />
ened, panicky, or even angry (the MCs can be<br />
destroyed, but up until they’re shot in the head<br />
they can pretty much take any abuse). The older<br />
sister can more clearly follow <strong>com</strong>mands to do<br />
things like bar doors and set up traps. There are<br />
other actions only she can do, such as operate<br />
<strong>com</strong>puters and wield weapons. But, as I said,<br />
she’s fragile. So you have to be careful and play<br />
intelligently.<br />
The rest of the game flows on from that -<br />
trying to figure out what’s going on, while at the<br />
same time escaping from the <strong>com</strong>plex without<br />
getting your new human friends killed. Where<br />
it will end up is currently undecided, but more<br />
than likely a cinematic chase of some kind along<br />
a desolate highway or through the woods might<br />
be in order. The game would more than likely<br />
have a positive ending, but that too is currently<br />
undecided.<br />
Another part of the game that is undecided<br />
is how to further elaborate the manipulation<br />
of the other characters’ colors. It might be<br />
interesting if the only way you could restore<br />
health would be to somehow draw these colors<br />
from the Mindless Creatures (or enemies) into<br />
yourself, but that seems a bit too bizarre.<br />
I envision this as one of those games<br />
that’s more meant to be experienced than to<br />
be played. While the player obviously wouldn’t<br />
understand everything at first, their questions<br />
would be clearly answered later on, instead<br />
of asking the player for a second playthrough<br />
where they are asked to make logical connec-<br />
tions. That’s not to say it would be dumbed<br />
down, just that it wouldn’t be a game with any<br />
real chance of loose ends.<br />
Concessions would be made in the spirit<br />
of replayability by including certain factors of<br />
randomness such as area layout, puzzles, en-<br />
emies, and so on. When you <strong>com</strong>plete the game<br />
a shorter version of the game would be unlocked<br />
in which you take the part of the young girl and<br />
follow the orders of a simulated game player.<br />
Henceforth, follow the leader.<br />
Project FTL 59