I first started with what I felt was the ultimate goal of the game: to interact in a realistic way with a single NPC (me). Then I built up everything around that.
For a while that was all I had: “talk to the NPC a lot.” It was supported by my ideas for a dynamic dialog system, but I didn’t really have anything for the game itself. Between me wanting to focus on these deep and interactive conversations, and the simple reality that I’m a single person, I needed something that would be very simple. Initially I was thinking walking sim, almost as a de facto genre.
Then I hit upon the idea of a puzzle game. It was perfect, really: puzzle games (know that when I say puzzle game, I mean stuff like Myst or a point n click) have a pretty low-pressure atmosphere, so the player would be abl to relax and interact with the NPC without expecting action. Additionally, I got the idea of having the player and the NPC interact for the puzzles–puzzles would require both of them to work on different things at the same time.
Now the problem with a linear explanation like this is that I didn’t necessarily discover things linearly–the game “design” informed my story design, which informed my game design, etc. So I’m going to jump around a bit.
Anyway, my initial plans were, as I mentioned, simply to have the player and the NPC interact. Little more than that. I needed a story, though. I started to think about story ideas within the framework of that premise–of player and NPC interaction. I don’t want to give away all of my conclusions, in the slim, slim chance I ever release this, but–the player is in a virtual world. They are sent there to interact with the NPC. The two of them solve various puzzles to escape this virtual world.
Now, about this time I was reading about Yoko Taro, a Japanese game director who’s written the stories for several games set in the same universe. A lot of his stuff is really crazy, but his games tend to use the medium of gaming to maximum effect. For instance, in a game called Nier, at the very end the player is given the choice to delete all of their save data–this is at least 50 hours of time, mind you–to save a character in the story and essentially erase the player character from existence.
I enjoy linear, scripted stories, but at the same time I feel that if I’m going to make a game, I want to emphasize player agency as much as possible. And you can’t do that properly without integrating it into the plot. So I did that for my game.
There are 4 endings in my game.
The first ending occurs when the NPC and the player both enter a cavernous and suspicious warehouse. At some point the NPC separates with the player, and begins directing them to take certain actions. If the player follows the NPCs instructions, like one would expect to, they fall into a trap by the NPC, who kills them to escape.
Now, I want to point out that the way the dialog system works serves to increase the impact of the player unwittingly falling for the trap. This is because the dialog is open so that the player can walk away at any time, and if the player doesn’t interact it continues without them speaking. So at all times the game enforces the idea of YOU, the player, being a willing participant in everything that occurs, rather than merely being swept along by others orders.
The second possible ending happens after the first. If the player refuses to obey the NPC, the NPC gets enraged and begins to hunt the player. At this point the player or the NPC can kill the other to escape.
However, around the puzzles the player will have played are scattered various trinkets related to the NPC’s past. If the player gathers them and manages to show them to the NPC, the NPC will fall into a severe depression and surrender themselves to the player’s will. The player can at this point kill the NPC to escape. This is the third ending.
However, at this point there is a final puzzle which the player can undertake. Solving this puzzle allows the player to obtain the necessary McGuffin (let’s call a spade a spade) for both the player and NPC to escape.
My initial plot was built around those 4 endings. I wanted to tell a story, but offer player agency at the same time.
So I wanted to make it a puzzle game, but I really didn’t have much in the way of ideas for puzzles. I was stumped on this for a while. Eventually I started thinking, once again, about what the whole idea was–of the player interacting with me. So I decided to build puzzles based around myself.
Initially I was thinking of puzzles based around things I’m interested in–a puzzle on Chemistry, a puzzle with Biology. Eventually, however, that morphed into something more personal.
The version of me portrayed in the game is ultimately not a good person (made obvious in my second spoiler there). However, it is definitely a potential me that could exist. So I decided that the puzzles should represent my “descent into darkness.” At the same time, I didn’t necessarily want to tell the player what to feel, but I wanted the puzzles to represent certain things the player might feel towards the NPC. I came up with a list of things that might represent both the NPC’s “character development” and how the player interacts with the NPC.
NPC toward self / player relationship with NPC
Introspection / Curiosity
Conflict / Ambivalence
Realization / Acceptance
Self-loathing / Doubt
Penance / Deceit
Sacrifice / Betrayal
Absolution / Trust
Now, they don’t match up exactly. But they generally go together.
As for designing the puzzles, that’s something I’m still working on. I’m doing that by taking the idea of the theme and rolling it around in my head and seeing what things it dredges up which fall in line with the overall arc. For the first one, for example–it’s curiosity and introspection. It isn’t just curiosity about the world around oneself, but curiosity in specific places that lead to the later darkness (Introspection is the darkness creeping in, conflict is the NPC feeling the pull of the darkness without being aware of it, realization is the NPC recognizing the darkness within himself).
To represent this I’ve decided on a simple puzzle where the player needs to place three “darts” or something to completely cover the exterior of a house. They make the house, which is white, corrode to black. At the same time, the NPC is inside the house doing the same thing. Now, everything the darkness touches is corroded, so the player has to stand back to turn it on. However, because the NPC is inside the house, he can’t escape the corrosion.
That’s about as far as I’ve gotten for the design. I’ll need to design the rest of the puzzles of course. I’m thinking that each one will have some immediate, tangible benefit (like being able to jump higher or run faster) that the player needs to use for one of the later endings. I haven’t decided on those yet, though.
Whew, bet you weren’t expecting such a glut of information, huh!