Individual Concept Doc – Sabrina Yen-Ko

Moodboard

Playlist

Emotions to Evoke

Reflection, whimsy, concern

Game Directions

Direction 1: Point and Click 

For the core game loop, one idea is to use classic point and click mechanisms to explore an NPC’s room. The player’s goal would be to select the best reel for the NPC’s engagement based on the information they can find out about the NPC. This would function similar to an escape room where players can move around objects or click on objects to learn more about them. The main aesthetic would be fun through discovery and the narrative would be an embedded narrative.

Direction 2: Advertisement Driven Resource Management

Instead of choosing the best reel for engagement, another idea would be to choose the best audience for certain advertisements. This would focus a little less on getting to understand the NPC and more understand how they fit into their target audience. The player must manage differing advertiser’s goals while maintaining the NPC’s interest. The narrative would be enacted and embedded with fun through challenge.

Direction 3: Character Driven Interactions

This option would be closest to a visual novel, except the choices aren’t fixed. Instead, the player uses reels to influence NPCs’ emotions. This causes the NPCs to take actions that impact each other. Each NPC could be hiding some sort of secret the player would need to uncover, similar to a mystery. The core difference is the gameplay is through character interactions rather than individual choices. The main aesthetic would also be fun through discovery with an embedded narrative.

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