benlehman: (Default)
benlehman ([personal profile] benlehman) wrote2009-06-24 11:25 pm

Psychological Survival Horror

I'm asking for game design advice here about a new game.

If you don't have a forge account, you could also reply right here.

[identity profile] yeloson.livejournal.com 2009-06-24 03:29 pm (UTC)(link)
Two thoughts:

1. Dirty Secrets has options for if the investigator is unreliable or the perpetrator. Might be worth playing a bit to see if there's useful things to mine from that.

2. The usual fallback for those games is that the player is usually trying to save someone else- a sympathy building motivation- it also provides an interesting twist- even though the hero is damned, can they help someone they care about NOT be damned?

[identity profile] wickedthought.livejournal.com 2009-06-24 04:18 pm (UTC)(link)
Because I am working on a similar project, The Shotgun Diaries, I stopped reading as soon as I saw "survival horror."

[identity profile] benhimself.livejournal.com 2009-06-24 04:35 pm (UTC)(link)
Each time you die and "reload", your Shadows (or whatever term you use for the people playing 'repressed issues') get another level in their ability to Mess With Your Head? Or, something like that? ("No no, that was all a just another nightmare...")

I do like the idea that you get to design the person you're saving, but the main protagonist starts off this nameless cipher whose back-story only gets revealed as play goes on, through flashbacks and such you have no control over. (Which is kind of exactly how most of those games go, of course.)

After School Nightmare

[identity profile] amberley.livejournal.com 2009-06-25 12:04 am (UTC)(link)
I'd recommend checking out the manga After School Nightmare (all 10 volumes available in English) for a possible approach, but it would be spoilery to explain why. If you don't care about spoilers I can email more detail.

Saving

(Anonymous) 2009-06-29 03:50 am (UTC)(link)
(it's lindsey)

you could start out with giving your player a set number of 'tokens' to save with (like in early resident evils). They can then choose a time and place to save, and have to write down/keep track of their status/point in story/etc. to refer back to if/when they die. you would then have the option of changing the game at the point where they died,(like one person mentioned) or letting them better prepare for it. Depends on how video game-y you would want to go. You know what my bias is. :)