P2 CheckPoint 1 – Individual

 

 

  1. A girl wakes up with no recollection of her past or…anything at all. All she knows is that she awoke in a room decorated for a child and there is a unknown key in her pocket. She comes to know that she is in a rather large house, the color of old oak and charcoal. Along the way she meets a caretaker which she can’t help but trust, they aid her in every way, giving clues, feeding her and answering questions. Though not all are answered. The girl finds out that this house is an entity, a place of legacy and memory all connected to her, and more importantly, that it can not be trusted…from what she has gathered and so says the caretaker. Still there are some information here and there that note align with any of that and places doubt in her mind. She soon finds towards the end that the caretaker is the true villain and the one who gave her amnesia, in order to bury the legacy as it once was and steal ownership of all the house’s secrets. The girl was the last thing standing in the caretakers way.
  2. Alternatively, the caretaker started out seemingly bad and something that the girl has to constantly run away from and constantly deceive in order to get the info she needs. This would create for a very interesting plot twist, and keep the player constantly on edge.
  3. The Kind of Fun: Embedded Narrative. This game is incredibly interactive and calls for player participation and engagement the entire time. The key element that ties every together and allows the player to escape into this world is the narrative and hopefully large amount of lore and detail that we can put into this game to keep the player hooked.

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