Sunday, July 23, 2006

Game Idea #4: Trapped

Game Idea #4: Trapped
Trapped in a gigantic maze, filled with booby traps and nothing to protect yourself with except from your own cunning.

High Concept:
Trapped is a 3D, platform, puzzle game, where you're trapped inside a huge maze where every room is booby trapped, or is built in a way that will require you to have good jumping precision skills, to survive. Using portal techniques, makes so the exits of each room can lead absolutely anywhere, even back into the same room.

Platform:
Any

Why it needs to be made:
This game isn't about kill or be killed, but to use caution, stealth and cunning to avoid/disarm/take advantage of the traps that placed out in your way, as well as you need to figure out the right path out of the maze. It takes a different approach that most games neglect or just have it as a sideshow.

Description:
You wake up in a empty room with several exits. You choose one of them which leads to another room with different colored tiles that varies between white, green, yellow and red. You step on a green one and it goes to yellow, and you step on a yellow one and it turns red, and as you step on another tile which is red, the floor breaks beneath you and you fall down to get impaled by spikes.

The screen blurs in and out, and you find yourself back in the starting room. You go back into the room with the different colored tiles, but this time you avoid stepping on the red ones and chooses the exit acroos the room. But this is weird, you're sure that this is the same room as you started in, and walks across the room to find that the exit leads back to the different colored tiles room. You decide to not go back in there and choose another exit.

This time you end up in a furnitured room with a very high ceiling and seemingly no exit. Just for fun of it, you jump onto the sofa, from the sofa to the fireplace, from the fireplace to the bookcase and from the bookcase to the chandelier. Now you see that that the exit is bit further up towards the ceiling.

You manage to climb all the way up, and sees that one of the exits leads yet again back to the different colored tiles room. You take another one and ends up in a hall of mirrors. And the game continues like that, with leading back and fourth through different kind of puzzles and traps until you finally mange to find your way outside... or is that really safer?

Why it will be fun:
The tension of knowing that at any moment you might trigger a trap if you aren't aware enough, combined with curiosity of exploring and the satisfaction of outwit the dangers is a mixture of several different kinds of enjoyments.

Final thougths:
I was close to choose a alien ball similiar to Gish, and turn it into somekind of Marble Madness mixed with Rube Goldberg devices, and where you can alter you apperance into a rubber ball, bowling ball or water.

If I would've gone with this idea instead, I could've choosed to develop it for Wii, PS3 and DS with tilt sensoring to roll the ball around the game field, but I wanted to stay true to the original concept of this instead.

This idea mostly came from discussing about how to make WoW dungeons more exciting than they currently are, along with some inspiration from the Cube movies.

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