P2-21:Checkpoint 1

Emotion: Mystery, Wonder, Psychological Thrill

Moodboard:

Spotify playlist:  https://open.spotify.com/playlist/2xVl9M6eLghNZMB9wKusWq?si=8596ceb69d5d4dcf

Game Directions:

    • Approach 1: Narrative could be centered around futuristic doomsday where plays have a certain amount of time set to save the world
    • Approach 2: Team has talked about some sort of spatial and time trapping where players main objective is to find/build/fix/unlock the time machine to escape back into a safer time. The time trapping could be in the future where aliens have taken over the planet. Or maybe a political doomsday theme.
    • Approach 3: Would love to incorporate psychological thriller movie themes into the narrative. But, in referencing our readings from game narrative architecture, the point here would be for players to be involved in the enacting and being victims of the thrill.  If this is a spatial escape room, there could be a “deadzone” corner where if a player walks over into that corner (or presses a button) a trigger leads them to being entrapped/go missing from the other players in the game. It would be interesting to explore how we would do such if we moved in the direction of escape room in a box.

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