Damn That Pesky Camera ;)
So our original game influence was Fatal Frame II in
which the “camera obscura” was your best friend. It was your weapon, handy tool
and in many ways a much better sister than your actual sister who stupidly
wonders off; the camera obscura is with you all. The. Time.
It was an early decision to keep the camera in our game
as the main tool our character uses (oh, btw, we have named our lead female
character! Yaaay, more on that to follow!). So far we know there wont be any
physical combat, we want out players to feel frightened of the monsters that
roam the museum, not welcomed to batter them over the head – they ARE too
dangerous for that. It would also be the idea that you are accepting your
illness, you are acknowledging it instead of hiding from it. So, how does the
camera play a part in this? So far we have linked camera usage to the “very
good” ending of our game.
Very Good Ending
& Use of Camera
If the player is brave and plays in an almost stealthy
manner, they will be able to photograph the “boss” monsters (Mother, Father and
dead baby Brother) as they roam around (non scripted) un detected. This is where it gets
tricky-ish. Dotted around the museum will be random
opportunities for the player to photograph the boss monster and get a subtle
hint. This subtle hint will be in the form of an image appearing in the
photograph which the player must find in the museum in order to return to the
monsters “lair”. The boss monster will
also appear in their natural state, ie,
the Mother monster will appear as X’s Mother in the real world (not in her
monster hell museum form).
The item will be specific to that boss, so for example, with the Mother boss she lost her baby boy before the female protagonist
(you) were born.
If you take the photograph in the right area you would see a small blue blanket laying on the
floor (just an example/idea) in the image, this blue blanket is related to the mothers
painful miscarriage as it was meant to be used for her baby boy. If the player is smart/lucky enough (as there will
NOT be a prompt to do this in game) they will be able to find this item laying around the
museum.
If the player finds the item (there will be a series of
images & items needed to unlock the good ending) they will have to return
it to the boss monsters room. There
might be hints in the main boss rooms that there are items missing. If the
played finds all the special places where the items are hidden and photographs
them, they will be able to return all the items to the rooms and get the good
ending of the game.
Its supposed to be metaphorical of X seeing everything
clearly through the use of her camera and piecing together just why her life
was rubbish, as if she is facing the real side of her life and coming to terms
with it by putting the puzzle together
in the form of missing items.
A key thing to
remember is that this ending would be the hardest to obtain as we don’t want
the player to end the game positively. Its not about winning, its about the
truly terrifying experience of mental health and phobias. The player might not
even realise what they have to do with these items or why they see the monster
in that form, and better yet there are specific areas in which this must be
done in order to spawn the object in the alternate museum for the player to
find; all very hard.
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For now I am going to do some research into camera lenses and their uses to see how I can further incorporate them into the gameplay mechanics or our game.
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