I have an idea for a game: It’s the usual “a princess is kidnapped by a dragon and a brave knight is on a quest to rescue her” story. But you (the player) plays as the princess, who is somehow helping the knight on his quest.

The issue is that since the player is playing as a trapped character, I want to make the player feel trapped, but I don’t know how to do that.

My original idea is that the princess telepathically communicates with the knight and tells him what to do. But this doesn’t work, the gameplay is identical to the player playing as the knight. How can I make the gameplay feel like the player is playing as the princess (and thus feel trapped) instead of the knight?

  • Surenho@lemmy.wtf
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    1 month ago

    A 3D game where you’re locked inside a tower with tiny windows that allow you to see outside just enough to understand what’s happening out there while the knight navigates the fortress/castle. You have multiple forms of influencing what the knight does and what transpires outside (sending letters and packages with items, crafting said items or potions, using magic, commanding assistance from other loyal servants, distracting enemies, unveiling traps and puzzles to aid in the quest). The place can be a tower with multiple floors and as you progress you might gain access to new floors of tools, while also having maybe “putting out fires” elements such as keeping a dragon asleep with music, filling a moat so evil minions cannot cross, sending equipment and maybe even firing/camping enemies like a sniper but with a crossbow or smthn.

    You make them feel trapped by limiting what they can see and do. When things go out of sight or cannot communicate effectively with the knight and limits their actions it then forces succinctness to their effect on their own rescue.

    Dunno just an idea :)

    • catloaf@lemm.ee
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      1 month ago

      Yes, this sounds fun! I would play this game.

      Any kind of “action at a distance” would give you the feel you’re looking for.

    • Coelacanth@feddit.nu
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      1 month ago

      This is the way to go for sure. Actually sounds like a really interesting setup for a game.

    • EarMaster@lemmy.world
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      1 month ago

      It made me think of indirect games like Black & White, Dungeon Keeper, The Settlers or The Sims. You can give orders but you cannot directly control your characters / units. If you limit the amount of orders, add a delay / the possibility for an interception or introduce areas where your orders can’t reach your hero it could do the trick.

    • PlantJam@lemmy.world
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      1 month ago

      This concept could work great with “combat” in the style of A Plague Tale. If you’re not familiar, the main character is a child. She has a few tools available to manipulate enemies and environmental hazards.

  • awesomesauce309@midwest.social
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    1 month ago

    It’s the exact opposite of trapped but what about something like this old comic

    Where the princess is in cahoots with the dragon. Maybe there are evil knights coming to marry her, and she needs to create a path for Prince Charming.

  • lath@lemmy.world
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    1 month ago

    Princess has small (flying) familiar, they mind meld and share images. Familiar goes around trying to stay unseen, gathers stuff, maps the place and brings it all back to the princess. Princess then sends a scritch to savior as a vague guide and they communicate through the familiar and short messages.

  • Beacon@fedia.io
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    1 month ago

    Maybe the game is figuring out HOW to send him messages. Like the princess is trapped in a room full of stuff and she has to figure out that she has to grab a tapestry off the wall and charcoal ash from the fireplace so she can write a big message on the tapestry saying "“I’M IN HERE” and then hang it out the window so the knight can find which room she’s in.

    And another puzzle could be that she has to figure out how to get a key to the knight who is unable to get past a locked gate in a hallway, so the princess has to find the key, and then she has to figure out that she has to tie it to the waist of a guard who walks around the hallways so that the light can grab the key off the guard.

  • dustyData@lemmy.world
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    1 month ago

    I’m only a hobbyist promammer but have probably read too much about game design. So all this advice is theoretical, I’m just quoting. All I have read always suggest that theme must follow gameplay, not the other way around. Suggestions are always to work on gameloops and gameplay elements first. Also, if a game can’t be physically prototyped, it isn’t ready for development yet. This is an odd suggestion unless you have tons of experience with board games, most games we play can be traced to physical simulation. RPG, FPS, puzzle games, management games, even visual novels can all be physically gamed. So I would suggest to do that first to find out which gameplay elements make sense with your desired themes. Iterate a lot, then it will be more intuitive and obvious what works with the theme and what doesn’t.

      • dustyData@lemmy.world
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        1 month ago

        The actual gameplay is based on combat, paintball, and other simulations whose rules are replicated. Call of Duty doesn’t emulate real combat, it’s a shooting range circuit skinned like real combat. The gamefying elements are usually card based, or attribute based, which comes from euro board games. There are games whose weapon customizations are based on RPGs or card based deck building.

          • dustyData@lemmy.world
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            1 month ago

            Yeah, armies have weapons simulator that shoot blanks and lasers to train for real world operations. There’s also BB guns. Most FPS studios send their developers to these places so they get experience and inspiration for weapon models and interesting level designs or combat scenarios.

  • Sunsofold@lemmings.world
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    1 month ago

    If you want to produce the sensation of being trapped you have to use the feeling of power and loss. It stems from the sense of ‘If I could just…’ If I could just get out there, I could defeat that henchman for him. If I could just get out there, I could solve that riddle for him. If I could just escape this box, all would be fixed.

    Now, the trick is, because this is a video game, players have a reduced sense of agency. The player’s sense of capacity is ‘what happens when you hit the button.’ Mario, before more modern adaptations, had a capacity to move left and right, jump, run, and ‘use ability.’ The player never had the ability to do anything else, so it never feels like a limitation. No one ever said, ‘playing Mario makes me feel trapped because I could beat Bowser if I could just access the cannon that’s right over there.’

    So, to produce the feeling of confinement, one must create the sense of power, and then take it away. Give the player enough power that they could even defeat the dragon, but then take it from them so they feel limited. If you can find a way to make it feel like it’s not even forced, as in they feel like they could have won the game in Act 1, Scene 1, but their lack of skills as a player were what made them lose, all the better.

    • ajoebyanyothername@lemmy.world
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      1 month ago

      Would that be your classic ‘meant to lose’ fight, usually against the big bad, which is technically winnable but the vast majority of players will lose and progress the story as planned? The example that comes to mind is Ghost of Tsushima, but it crops up in plenty of games.

      • Sunsofold@lemmings.world
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        1 month ago

        It can be that. Never played Ghosts so I don’t know about that one in particular. Some games do other things with it, but that sort of thing is absolutely usable to create that ‘trapped’ feeling.

  • zipzoopaboop@lemmynsfw.com
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    1 month ago

    This is a fun thread.

    How does the telepathy get fueled? Is there something the princess has to do because she keeps running out? Can the knight progress on her own without her?

    I’m feeling Henry Harmsworth for the DS vibes

  • DragonTypeWyvern@midwest.social
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    1 month ago

    There’s an archetype of game called Princess Makers.

    https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/PrincessMaker

    They’re easy to make, actually, all flags and variables, but it seems like a natural fit for what you want to do. The “princess” is usually pretty limited by the trainer, which can be herself or the dragon in this case. Have the dragon own a library and something she can use for training and the game becomes about your princess getting Prison Jacked while finding ways to communicate with her rescue, with events and endings responding to the training choices.

    Making the player feel trapped is relatively easy, just place limits on her actions based on the dragon in various ways.

    Can’t train in the morning because you have to serve it breakfast. Can’t go riding or outside or whatever until it trusts you or whatever. Can’t research certain topics in the library unless you find a way to sneak in, etc.

    Honestly, even if you want more of a 3d exploration game the limitations should probably be the same vibe. Just have the dragon be a constant voice of “No”

  • Deestan@lemmy.world
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    1 month ago

    What sort of game genre do you have experience making? Finding something within what you are able to do is important.

  • Wimopy@feddit.uk
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    1 month ago

    This seems like it fits more of a management/strategy type vibe to me.

    Maybe you hear news of the 10 greatest knights of the realm coming to save you. But you don’t know what they’re great at and you only have a limited amount of instructions to give them.

    You could have the first knight leave hints by telling him to leave marks in specific places. But he might be the best at combat and would be best sent against some of the other monsters guarding the path. You just don’t have the information.

    But honestly, I’m not sure if that makes a player feel trapped. They have power to change things. Maybe you steadily take away that power? I’m just not sure how.

    Very interesting question though.

  • chicken@lemmy.dbzer0.com
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    1 month ago

    Here’s an idea: gameplay sort of like Goblin Cleanup, you have various chores you have to do cleaning and arranging the various levels of the tower at night while the dragon is home, and your work has to pass an inspection. Then during the day you are locked in your room, and have some ability to watch a prospective rescuer attempt the dungeon crawl without your direct input. But you can strategically place items, enemy spawns, and Dark Souls style hints to try to tip the scales during the chores phase. So kind of like a tower defense game in reverse where you are trying to lose.

  • aramova@infosec.pub
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    1 month ago

    Play Myst, that game has so many ways to do this, and no wrong answers.

    The idea of her being locked in her passed father’s tower laboratory by the evil step mother who doesn’t know the secrets of the tower, and the player discovers them to help the knight.

    I’d early access that shit.

  • wirelesswire@lemmy.zip
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    1 month ago

    She could communicate with the knight like this.

    In all seriousness, maybe it could be part stealth game, where she breaks out of her confines and sneaks around the dragon’s lair to do various things, only to make it back in time to avoid being found out.

    A bit more whimsical, but maybe she’s a Disney princess, and can communicate with birds and such to relay vague messages to her would-be rescuer. She could use the animals to distract or sabotage the dragon’s minions and make the knight’s journey easier.

    She could have magical abilities, which you could then take in all sorts of directions.

  • Donebrach@lemmy.world
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    1 month ago

    Play some games and figure out how to make compelling content. Don’t crowdsource key gameplay mechanics for free.