P2 Individual Checkpoint 1 — Ian

Moodboard:

Playlist: https://open.spotify.com/playlist/7ptD7lwWdsZDm8t2efipax?si=0b96e5a51ddc439a

 

Premise: You are in a mental hospital, surrounded by nothing but other patients that you can’t see, and with no way to get out of your room. Occasionally, you hear the clang of metal, followed by screams as inmates are dragged away by guards, to who knows where. A bell rings, and you are presented with a tray of…children’s toys? Using nothing but the strange scratches on the walls of your cell, the words of other inmates, and your own ingenuity, you must complete each puzzle, presented in the form of letter blocks, colorful rainbows, silly locked boxes, and other children’s paraphernalia. As the puzzles go on, you hear the inmates around you, as they fail, be dragged out one by one. Can you survive and escape this insane asylum?

Narrative Type: Enacted. Though the puzzles are the same (or similar), your interactions with other inmates as they attempt to solve the same puzzles can determine how the feel towards you, their performance with the puzzles, and ultimately who gets dragged away to their doom. When there’s only two prisoners (you and someone else) left, these interactions can affect the outcome.

Types of fun: Challenge, narrative, sensation

 

Premise: It’s been fifteen years since you’ve seen sunlight from your padded cell. The guards hardly ever let you out – but with your photographic memory, you can remember the exact layout of the cell. Floors lead to more floors, each one with a unique layout, set of locked doors, and keys. One day, the door is left slightly open. Can you plan your route across each floor so that the guards don’t see you, free the other prisoners, and make your way out?

Narrative Type: Enacted. Depending on who you save, you’ll be able to get different power-ups, different forms of help from the inmates, and ultimately your job will be easier or harder. 

Types of fun: Challenge, narrative

 

Premise: You wake up, without remembering anything. But the door to your cell is open, with nothing but a note: “Escape.” The facility is circular, and all you can do is walk around, and around, and around. But wait – you swear that painting wasn’t there last time you went around the circle. And how come that inmate you talked to just thirty seconds ago doesn’t remember you anymore? Can you get out of this nightmare of a loop and discover the nature of this facility?

Narrative Type: Embedded. As the game goes on, you’ll have to traverse across the loops to uncover preset clues, dialogue from the other prisoners, and patterns that slowly uncover why you’re here and why the facility was created and maintained. 

Types of fun: Sensation, narrative, challenge

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