The player is stuck in a maze of similar rooms, all interconnected in a complex manner. A narrator is talking to you constantly, telling you what and what not to do.
Jayant Kumar (Me)
Deprived of all memories, the players find themselves wandering through randomly interconnected rooms. Each room is connected to a specific memory of the character's past. Watching all this, is a cocky narrator who forces the player to make increasingly uncomfortable choices as they explore the maze trying to make sense of what is happening, trying to escape.
Setting: The game world is a maze designed by the narrator. To the player it seems like a projection of the protagonist's mind. It is divided into 27 rooms or Memory Spaces, each connected to a certain memory of the protagonist's past. The player guided or misguided by the narrator has to make decisions. The narrative is non-linear stitched together based entirely on the decisions made by the player.
Platform: Console and PC
Inspiration: The music video "Daydreaming" by Radiohead, The Stanley Parable, Anti Chamber
Target Audience: 16 and above. The audience for The Stanley Parable, Portal 2.
The 27 rooms or Memory spaces are derived from the blocks in a Rubik's Cube, 26 blocks surrounding a Control Center. Based on this structure, the rooms are divided into 3 types.
8 rooms of Type 1. This room has 3 exit and 3 entry doors.
12 rooms of Type 2. This room has 4 exit and 4 entry doors.
6 rooms of Type 3. This room has 4 exits and 4 doors. These rooms are the only ones connected to the 27th room, the Control Center.
The player should visit each of the Rooms once, which allows the player to access a portal to the hidden Control Center of the Construct.
Key Press Interaction
Character Design/ The Narrator
The Player's Impression
The player's doesn't see the narrator.
The narrator knows or has the means to know everything about the protagonist and his past.
He is not effected by the player's activities.
He has overwhelming powers to manipulate the nature of existence within these memory spaces.
He has a minion whom he calls Dumbass. Dumbass never speaks, so the player cannot be sure of his existence.
The narrator is sulky and has quick mood swings.
The player cannot trust the narrator, not one bit.
The narrator's motives are unknown.
Voice Tone: Informal. Condescending; usually harsh and insensitive, revealing a superiority complex
Ethnicity: Native English Speaking
Strength: Extremely high conviction, critical and logical decision making
Likes: Pointing out flaws, self-boasting, taunting, bullying, pun-play, verbal abuse
Dislikes: Being Doubted, disobeyed or ignored
Flaws: Control Freak. Over Confident to a fault
Multi-linear 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.
Opening Room Script
Upon initiation, the players open their eyes to a blurred environment. The room seems to be under some sort of simulation and an authoritative voice is heard.
The player is allowed to move their view of vision freely. After a few seconds, the vision comes into focus. Now they are free to move.
The Narrator instructs to not 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 strange looking Core.
Following are images of Memory Space 5. When the player enters this room, he spots four distinct objects. Interaction with any will open a corresponding door that leads to the next memory space.