The production of a one sheet:
Working title 'who'
The game centers around the 'prantagonist' who is having an identity crisis after spending a lot of time thinking about his past, how can you choose what you want to do with your life if you don't know who your are or who you want to be.
He is called the prantagonist because it is your choice to see him as a good or bad person for the choices he has made and why, we all did something wrong for good reasons.
Our prantagonist wakes in a play park realizing that his child is gone, over the course of time he realizes the child is him and he has lost himself.
The world he walks is empty and isolated he can feel people around him but cannot ask them for help.
The game would take a slower pace allowing the player to think on the story and happenings.
Puzzle solving would not simply be 'put the pieces together' 'fix this machine' they would require the players real world knowledge alongside quick thinking.
The nemeses of the prantagonist would be the parts of himself that crave negative things, murder, fear, hate...
Physical incarnations of his negative aspects would constantly haunt his mind, this would help put across the identity crisis.
To succeed you must find specific evidence/memories/objects and choose to accept or decline certain paths that in the end will help the character find himself.
He is called prantagonist because of the choices that will be made, he might end up ans a protagonist or the antagonist, contradictions like doing bad things for the greater good will help make the story immersive and gripping.
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