Naima Patel Checkpoint 1 – Individual Member

Spotify Playlist: https://open.spotify.com/playlist/1Q6pqBbtCwsUlopR5km806?si=ebd6e319583c4fc8

Emotions I’d like to evoke:

  • Humor: The game should maintain a lighthearted feeling as the user plays it.
  • Mystery: It shouldn’t be too obvious and the clues should continue presenting new challenges.
  • Enjoyment: The aesthetics and experience of the game should be fun for the user.

 

Direction 1: Players wake up in a strange, elaborately decorated hotel room in a bustling city like Las Vegas or Tokyo. The game involves moving through different city environments, interacting with NPCs, and solving puzzles that provide clues about the night before.

    1. Players explore various city landmarks with each location offering unique interactions and challenges. For example, finding a receipt in a sushi bar that hints at the player having been there the night before, or a photo booth in an arcade with a series of photos recapping events. 
    2. Interactions: Characters the players meet can have shifting narratives and unclear motives, adding layers to the mystery. These characters could provide fragmented memories or misleading information, enhancing the challenge. 
    3. Players collect items that could be clues (like ticket stubs, coasters, keys) or red herrings.

Direction 2: This direction focuses more on narrative depth and character development. Players choose from several characters who had a wild night out together, and each character has different pieces of the night’s puzzle. 

    1. The story unfolds based on player choices, affecting how characters remember and interpret events. Each decision can lead to different revelations and endings. It’s kind of like Episode.
    2. Certain triggers in the game (like a smell or a sound) could lead to playable flashbacks that provide context and clues. 
    3. If played in multiplayer mode, players can choose different characters and must share information they uncover to piece the story together collectively.

Direction 3: The game is structured like an escape room set in various interconnected rooms of a mansion or hotel where the players attended a grand event the night before. Each room holds clues to what happened, and players must solve puzzles to move from one room to the next, gradually revealing the mystery of the previous night. 

    1. Each room in the mansion represents a different aspect or event from the night before. Puzzles are themed around typical party scenarios gone wild—like a locked wine cellar that requires understanding of a complex tasting note puzzle to unlock, or a music room where players need to recreate a song heard last night. 
    2. Players collect fragments of memories that are visual or auditory flashbacks. These fragments can be triggered by solving certain puzzles or interacting with specific items. 
    3. Objects within the rooms can be interacted with; some are puzzle pieces, while others provide humorous or misleading anecdotes about the night.

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