Game Design Project, National Institute of Design, R&D Campus, Bangalore
Collaborator: Jayant Kumar
To give the player an atypical and deviant playing experience via a decision primal Non-Linear Game Narrative.
Psychological Horror, RPG
Deprived of all memory, you wake up to find yourself helplessly wandering through randomly interconnected rooms. Each room seems to contain specific memories of your past. But then there's this cocky narrator who forces you to make increasingly uncomfortable choices as you search for your way out. Wait a minute, is it all in your head? If so how do you snap out of it?
The game world is a figurative representation of the protagonist's mind. It is divided into 26 rooms called Memory Spaces as each memory space holds a specific memory of the protagonist's past.
The 27 Memory Spaces form the structure of a Rubik's cube.
The 27 unique Memory Spaces are categorized into 4 types of rooms as shown below. The glowing cube represents the Memory Space in which the protagonist is currently present and the green cubes represent the adjacent Memory Spaces that can be accessed from the current Memory Space.
This system of all the Memory Spaces collectively is called The Core.
Given to the right are three types of Memory Spaces that are found on the periphery of the Core.
The fourth type of Memory Space, however, is found at the center of the Core. This is where the game begins and this is the final destination for the player.
Visit each of the peripheral 26 Memory Spaces at least once, the completion of which allows the player to discover a way to the final hidden Memory Space located at the centre of the Core.
A visual of the 27 Rooms arranged in the form of a Rubik's cube
Understand the Game World
Interact with objects
Obey/Defy the Narrator
Visit each of the 26 Memory Spaces at least once (opens portals to the hidden Room)
Get to the Hidden Room to confront a potential end
Keep track of choices
Reach a portal
Find escape route
Key Press Interaction
You don't get to see the Narrator.
The Narrator knows or has the means to know everything about you and your past.
The Narrator is not affected by your activities.
The Narrator has overwhelming powers to manipulate the nature of existence within these Memory Spaces as he pleases.
The Narrator has a minion who goes by the name Dumbass. Dumbass never speaks a word. You are not even sure of his existence.
The Narrator is sulky and has quick mood swings.
You cannot trust the Narrator, not one bit.
The Narrator's motives are unknown.
Tone of Voice
Informal, Condescending; Usually harsh and insensitive, revealing Superiority Complex
Native English Speaking
Extremely high conviction in his voice, critical and logical decision making
Pointing out flaws, self-boasting, taunting, bullying, pun-play, verbal abuse
Being doubted, disobeyed or ignored.
Control Freak, Over Confident to a fault
Multilinear Level Design via Emotion Mapping
The narrator's emotions and actions dictate the options to the player. The player's response effects the Narrator's mood and so the subsequent level/Memory space is arrived upon.
(Derived from the previous Memory Space)
Dialogues for the Narrator
Level Design of the Memory Space
Obey the Narrator
The Narrator remains unconcerned; if not, he might trick you into a choice or just let you do your thing.
Might enrage the Narrator or leave him shaking his head. Thereafter, you can just hope to get lucky when he puts you through some tough scenarios
This is where his reaction might get unpredictable. This set of possibilities makes him take interest in your Game Session.
Mostly, the Narrator will not be concerned. He might choose to remain silent or talk to himself. A smaller possibility of him talking about your past.
(Dialogue Scripting Essental)
(Input for the subsequent Memory Spaces)
Upon initiation, you open your eyes to a blurred environment. The room seems to be under some sort of simulation and an authoritative voice is heard.
You are allowed to move your view of vision freely. After a few seconds, the vision comes into focus. Now you are free to move.
The Narrator instructs you not to touch the glowing Core at the center of the room.
Will you obey and stay put for eight hours?
Or will you give in to the temptation of curiosity and interact with the sophisticated looking Core.
This image is of Memory Space 5
When the player enters this room, he/she spots four distinct objects in here.
Interacting with one of them will open a corresponding door that leads to the next Memory Space
Close up of some objects in Memory Space 5
A table, a book, and a gun.
Interaction with any of these is made possible after the player has responded to the Narrator.
The script of this level is given in the link below.