Game Mechanics of Player Mind Control
Currently working on game mechanics for a walk and talk style adventure game where the player character is trying to navigate an environment where they often can't fully escape mind control style influences. Specifically looking for ways for a player to be controlled while still actively playing. If you have seen a good example or want to share an idea I would love to hear it.
So far I have:
In dialog choices, have them be limited to just one choice or have that one choice repeated in either the same or slightly different ways to emphasize the compulsion.
When moving have it be that no matter what direction the player tries to move the character always moves towards a set goal. Slight variation would be to reduce speed of travel in the wrong direction compared to correct and have that amplify over time.
Inject odd internal though rationalizations as blockers to prevent going against a compulsion. For example, trying to go in an opposing direction results in "I shouldn't go there... I feel like I'll miss something important."
Player makes a dialog choice but it comes out wrong. I feel like this one would be the most fun if the dialog alteration is very subtle, like just toggling the statement from negative to positive but leaving the rest of the phrasing intact.
Similar to the last one but for navigation, let the player move to and try to travel to where they want but no matter the door or path they end up going where they were compelled to.
Have a reveal that what they played was at least partially an illusion. The reveal plays back what actually happened. I feel like this only avoids being a complete removal of player interaction if what is played back is somewhat impacted by what they actually did.
So far I have:
In dialog choices, have them be limited to just one choice or have that one choice repeated in either the same or slightly different ways to emphasize the compulsion.
When moving have it be that no matter what direction the player tries to move the character always moves towards a set goal. Slight variation would be to reduce speed of travel in the wrong direction compared to correct and have that amplify over time.
Inject odd internal though rationalizations as blockers to prevent going against a compulsion. For example, trying to go in an opposing direction results in "I shouldn't go there... I feel like I'll miss something important."
Player makes a dialog choice but it comes out wrong. I feel like this one would be the most fun if the dialog alteration is very subtle, like just toggling the statement from negative to positive but leaving the rest of the phrasing intact.
Similar to the last one but for navigation, let the player move to and try to travel to where they want but no matter the door or path they end up going where they were compelled to.
Have a reveal that what they played was at least partially an illusion. The reveal plays back what actually happened. I feel like this only avoids being a complete removal of player interaction if what is played back is somewhat impacted by what they actually did.
