Individual Team Member Deliverables – Checkpoint 1

https://open.spotify.com/playlist/6PeszY1vTKdzTUPKFTmxrv?si=8f2591b2ff9e4a1a

Emotions: Urgency, comedic horror, dread

One narrative direction I was thinking for the game was to lean into “annoying rich people” aspect of the submarine escape, using both the environment design of the submarine and the interactions with NPCs to give the game a satirical / ironic vibe while also retaining the horror and urgency of being on a failing submarine. It would add a bit of levity and kitsch to the visual aesthetics of the escape room as well.

Another idea was to incorporate audio narration/dialogue into the digital component of the escape room, where you are constantly communicating with NPCs on various levels of the submarine through walkie talkies, and basically different characters speak to you at different stages of the game while you solve the puzzle.

Third idea: Placing more emphasis on the social aspect of the game by making it, like, competitive multiplayer where the group may solve the puzzle together but, since there are only three spots on the escape pod, must decide which three people to “escape” and win the game. Competitive mechanics can be added to support this scenario such as abilities to sabotage or gain more voting power.

The first two directions support a fantasy immersion and narrative approach to the escape room, as it emphasizes NPC interactions and the narrative being built within the conceit of the submarine. The third direction supports competitive and social play, since it puts players in opposition with each other, but still require them to socialize to gain advantages and solve puzzles.

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