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Making bleak / tragic games?

Started by May 29, 2005 09:16 PM
20 comments, last by pim 19 years, 8 months ago
Quote:
Original post by WeirdoFu
Bleakness isn't something that should just be in the script, its something that involves the entire atmosphere to be done right.


Absolutely right! and you can even take that and apply it right to gameplay. For example, take your standard healing potion. Prince of Persia would have to stop and drink water from whatever.

What if, in order to regain health, your character would have to sit... and weep?
just sit quietly, leaning aganist a wall... and cry in silence, uninterrupted.
After a short while of this he/she would be okay to continue.

now that tells you something about the feelings of your main character towards what's going on.


Edit: if you think that would unbalance a game, check Halo's shield. Same deal, only halo is faster.
Working on a fully self-funded project
It would be interesting to see some games involve you in a cause more than in a character.. that is: you've got a task to complete, but you're not controlling "yourself". Perhaps you're a ghost that wants revenge or have to save his/her former partner/lover/whatever. Now you need to get people in the mortal realm to perform tasks for you. Their death might be a big setback and also a personal loss since you might be using an old friend or you've grown attached to the person, but you'll keep on going.

Another interesting take on this is the thought of the cause being greater than your own life. In an adventure game you might sacrifice yourself (the character) for a greater cause. The game might then continue with another character in another place. The player might have become attached to the character, but sees that the sacrifice had to be made.

Edit: It could also be possible for the player to choose whether to sacrifice the character for the cause, or save him and suffer the setback for the cause.

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