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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

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