I have an idea for a game: It’s the usual “a princess is kidnapped by a dragon and a brave knight is on a quest to rescue her” story. But you (the player) plays as the princess, who is somehow helping the knight on his quest.
The issue is that since the player is playing as a trapped character, I want to make the player feel trapped, but I don’t know how to do that.
My original idea is that the princess telepathically communicates with the knight and tells him what to do. But this doesn’t work, the gameplay is identical to the player playing as the knight. How can I make the gameplay feel like the player is playing as the princess (and thus feel trapped) instead of the knight?
Here’s an idea: gameplay sort of like Goblin Cleanup, you have various chores you have to do cleaning and arranging the various levels of the tower at night while the dragon is home, and your work has to pass an inspection. Then during the day you are locked in your room, and have some ability to watch a prospective rescuer attempt the dungeon crawl without your direct input. But you can strategically arrange items, enemy spawns, and Dark Souls style hints to try to tip the scales during the chores phase. So kind of like a tower defense game in reverse where you are trying to lose.
This is a problem a lot of VR games have to work with. They work best when you’re not adventuring around, so many of them prescribe a long set of challenges in a small space.
If the Princess gets any kind of ranged ability, you could make it like a sniping “puzzle” game across a wide parapet. And, if trying to elongate the game, come up with story reasons why just as the Knight opens the gate to her keep, he’s discovered and an evil dragon/Baron whisks her to a different tower. (Kinda like what Super Meat Boy does every level)
What sort of game genre do you have experience making? Finding something within what you are able to do is important.
I’m only a hobbyist promammer but have probably read too much about game design. So all this advice is theoretical, I’m just quoting. All I have read always suggest that theme must follow gameplay, not the other way around. Suggestions are always to work on gameloops and gameplay elements first. Also, if a game can’t be physically prototyped, it isn’t ready for development yet. This is an odd suggestion unless you have tons of experience with board games, most games we play can be traced to physical simulation. RPG, FPS, puzzle games, management games, even visual novels can all be physically gamed. So I would suggest to do that first to find out which gameplay elements make sense with your desired themes. Iterate a lot, then it will be more intuitive and obvious what works with the theme and what doesn’t.
How do you physically game an FPS?
The actual gameplay is based on combat, paintball, and other simulations whose rules are replicated. Call of Duty doesn’t emulate real combat, it’s a shooting range circuit skinned like real combat. The gamefying elements are usually card based, or attribute based, which comes from euro board games. There are games whose weapon customizations are based on RPGs or card based deck building.
Thanks, I was just waking up and was big dumb. Somehow forgot paintball exists.
Yeah, armies have weapons simulator that shoot blanks and lasers to train for real world operations. There’s also BB guns. Most FPS studios send their developers to these places so they get experience and inspiration for weapon models and interesting level designs or combat scenarios.
Princess has small (flying) familiar, they mind meld and share images. Familiar goes around trying to stay unseen, gathers stuff, maps the place and brings it all back to the princess. Princess then sends a scritch to savior as a vague guide and they communicate through the familiar and short messages.
This is a fun thread.
How does the telepathy get fueled? Is there something the princess has to do because she keeps running out? Can the knight progress on her own without her?
I’m feeling Henry Harmsworth for the DS vibes
The princess has to find out where she is and how to get there and communicate that via a magical bird to her castle. She can find all the info in the magical tower she is in. Like a point and click adventure/escape room. The game should be full of puzzles the player needs to solve to procure more information for her knight in shiny armor.
You write a very very very deterministic and guessable AI for the knight.
Your princess sets the scene, then you watch helplessly as your knight fails or succeeds with the given help. So… a stop motion puzzle game
This seems like it fits more of a management/strategy type vibe to me.
Maybe you hear news of the 10 greatest knights of the realm coming to save you. But you don’t know what they’re great at and you only have a limited amount of instructions to give them.
You could have the first knight leave hints by telling him to leave marks in specific places. But he might be the best at combat and would be best sent against some of the other monsters guarding the path. You just don’t have the information.
But honestly, I’m not sure if that makes a player feel trapped. They have power to change things. Maybe you steadily take away that power? I’m just not sure how.
Very interesting question though.
What kind of gameplay do you have in mind? I’m guessing a puzzle-type game (like a room escape), but you could honestly do a number of different things (tower defense? Platformer?).
I think the answer to your original question largely depends on this. Did you have anything else in mind about the experience?
I have in mind a puzzle game. Not a room escape, but more of a code golf-style game. For example, those programming puzzles that say “write a computer program that adds numbers, but you’re not allowed to use the + sign anywhere in your code”.
That sounds really cool. If the princess’ telepathy instructions are strangely like code because that is how telepathy works in your setting, and this is a nice frame story for a programming puzzle game… all sorts of whacko fantasy analogues and justifications for why you are not allowed to use the equivalent of the addition command. (Maybe the princess knows through her rich royalty education that the only reason her addition command could be not going through to the knight because his trip took him at a place full of this kind of magic rock with properties that somehow block the wavelength… so she has to work around that. Worldbuilding yay!)
If that’s the style of game you are looking for, I could see a structure of 'do code golf puzzles to:
- program robots to help the knight directly’
- ‘trick’ henchmen or magical castle elements (abstracted coding) into doing things that help the Knight’
- write the guard’s ‘daily action plan’ so they patrol in a way that doesn’t get the knight caught’
- complete abstract ‘magical haxors’ that open the dragon’s firewalls’
- social engineer the dragon between runs to let you have more supplies’
- give simple instructions to collections of small woodland creatures to do simple things that add up to a real goal (in the vein of Opus Magnum)’
Not sure if it would be puzzly enough but if the player can wonder the halls or get escorted through them having part of the knight’s efficiency based on how well you mapped out the area you send as a note plus you could try to find info on guard rotations or over hear about other things that could help the knight
TLoZ: Spirit Tracks had you control Link primarily but you used Zelda’s ghost to possess things, help you fight, and solve puzzles. It would be hard for a solo dev, but you could have a knight with an AI that proceeded based on what paths you unlock for it. So the princess would be some sort of astral projection I guess. But then, you wouldn’t really feel trapped. Maybe you need to hide your activity from the dragon or distract it for a stealth aspect or resource management. You would need to balance swapping back and forth between your body and helping the knight. Might be easier to settle on an in-universe justification after figuring out the core gameplay.
Play some games and figure out how to make compelling content. Don’t crowdsource key gameplay mechanics for free.
Do both
Ideas are cheap. Execution is what matters.
No one here in a lemmy comment section could do enough just by leaving a comment to even deserve a menton in the game’s credits.
She could communicate with the knight like this.
In all seriousness, maybe it could be part stealth game, where she breaks out of her confines and sneaks around the dragon’s lair to do various things, only to make it back in time to avoid being found out.
A bit more whimsical, but maybe she’s a Disney princess, and can communicate with birds and such to relay vague messages to her would-be rescuer. She could use the animals to distract or sabotage the dragon’s minions and make the knight’s journey easier.
She could have magical abilities, which you could then take in all sorts of directions.
It’s the exact opposite of trapped but what about something like this old comic
Where the princess is in cahoots with the dragon. Maybe there are evil knights coming to marry her, and she needs to create a path for Prince Charming.
I choose to marry the dragon
It chooses murder
Maybe I Am Future has some gameplay mechanics you could steal:
https://store.steampowered.com/app/1658040/I_Am_Future_Cozy_Apocalypse_Survival/