

Here is it a bit more formally:
Concept: Stop Skanky Dred Fred from getting a job, and being respectable.
Every morning (a game pattern or level) he wakes up and tries to go to for a job interview. You have to thwart his attemptes and stop him from getting that job. If you succeed you move to the next level (i.e. another morning, where he tries again, but it is harder to stop him). If you fail, and get gets the job you lose the game.
Methods: Lies and deceit, distraction or diversion, sabotage and general misdirection.
Gameplay: hmmmm....
There are certain things Fred needs to do successfully in order to get to the job interview. These are things such as:
- Wake up on time
- Shower & shave
- Get dressed in business/interview attire (i.e. look smart)
- Have breakfast
- Have things he needs for the interview (e.g. CV, being prepared with the right info, research etc)
- Getting to the interview destination (transportation)
Basically there are lots of opportunities for mishap.
As a player you could do things like turn off his alarm clock, so he sleeps in and misses the interview, hide his work clothes, Let down his car tires making him late, as above etc.
In terms of gameplay there would be certain actions you could do when he is in the room (i.e you need to have a face to face conversation with Fred to misinform and misdirect him), and certain actions you can only do when he is out of the room e.g. sabotage like letting his tires down.
In the latter case there would be the danger of getting caught in the act and busted.

There would also been an opportunity window for performing sabotage. For example if you turned off his alarm after he woke up it wouldn't make any difference.
Your could have different levels or probability of success for different methods of "thwarting". Sabotage might have a high chance of success, but telling lies may have a 50/50 chance (i.e. there would be the opportunity for him not to believe you).
Thwarting could take the form of distractions, of using Fred's favorite pastimes against him. Drinking, getting high, playstation etc.
The gameplay isn't totally ironed out yet. You'd need to put some mechanism in to stop you doing the same thing every day. Fred could also be more unpredictable and do tasks each day in a random order.
Themes: The general themes the game touches on are drug abuse, or more specifically stoner culture and apathy. The stoner culture is something that I don't particularly like about New Zealand. There are youths out there with no aspirations or - dare I say it - a belief in a better life, and that's rather unsettling. Rather than be PC (dull) about the whole thing I thought it would be more fun if I inverted the objective and made the game about keeping someone in a rut, rather than trying to motivate them to move forward.
A sub-theme of the game is how people can be threatened by change and fight to keep the status quo.
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