Hmmmmm I see, well I might have a few ideas for that.matt wrote:The main theme is going to be expressed through the narrative, so I think it would be a bit spoiler-y to talk about it. However, I can say that a lot of the secondary themes - guilt, failure, responsibility, loneliness, etc.
It's All Your Fault...
Assuming that this new game has multiple characters within it and that you interact with them at some stage within the game, you could play with the idea of guilt tripping. Say in the most extreme case, you interact with a character throughout the game but then suddenly about half way through you both find yourselves in a life threatening situation. However due to an accident on the protagonists part, you end up accidentally killing that other character, you can make it really drawn out if you like to add some extra guilt in there hahaha. I think a bonus for that would be making the gameplay reflect this accidental death, like give the player the impression that they're helping in some way but then pull back the curtain and show that they end up causing the characters demise. Just an example off the top of my head, having you both run through a hallway that you're sinking into (Kinda like quicksand) until you get submerged. Then all you see is nothing but black and some muffled struggling, then you see some light and a vague straight black outline being defined by some light (Kinda like this but blurry: http://pastorkylehuber.com/wp-content/u ... e-dark.jpg) so you have to move towards it and grab on in order to get out alive. However once you get out you realise that you were actually grabbing onto the other character and pulling them down in order for you to get out. So you see him slowly sink into the quicksand flooring with no way to help as his arms are already to deep to move them, forcing you to watch him just sink and die. Obviously from here on there's a large amount of guilt and failure. Near the end of the game as well you can reintroduce him as an enemy, just like all black tar coming from his eyes, nose and mouth whilst he just whispers eerily stuff like "Why..." and "It's all your fault". You could apply the same principles to something less drastic than a death though if you want, whatever works. It's just a suggestion after all hahaa
- You could have a general puzzle be something where the only way to progress is to lose something that's near and dear to you. Whether it be something material like a photo, locket, videotape etc. Also if you wanted to go this far, you could have it be something even more morbid. Like having to watch a video of a loved one being tortured/murdered in order to get a combination or solve a riddle.
- Having a simple walk through a hallway or room involve the protagonists phobia, making it much more difficult for them as a result
- Having rooms/windows where there's clearly a presence of a lot of people within it but once you enter that room it's lifeless, with nothing but old furniture and cobwebs. Could help solidify the loneliness aspect as the protagonist is longing for human interaction
That's all I got for now, but I'll try to think of more in the meantime!