the trend is clearly “survival horror”. DayZ (and all the clones like Rust, WarZ), Metro 2033, Slender (i think there are about 5 diffrent ones), 7Days to Die, Alien Isolation, Survarium, Amnesia, Evolve, Daylight, just to name some, which where released 2013 or going to be released 2014.
Well yeah, you could just jump on that train and build a mashup between some of them, like the atmosphere of Metra and a gameplay mechanic like Clocktower.
If you would ask me i would like to see more games like Otherland (canceled), Journey, LSD Dream Emulator, The Stanley Parable, Elevator.
Just throw some things together, which makes no sense.
a medieval farmhouse in the desert, you enter it and the inside looks like a hallway from a 80s scifi spaceship (like alien 1). when you try to get back you see a endless ocean, where a ww2 plane crashes into the water. so now you decide to take the hovercraft, which was spit out by a huge whale. Inside of it you find a red telephone booth, but when you try to put in some coins, one of them fell down and you already feel like you are not in kansas anymore.
i would like to see the world forced to be beyond reality.
Let’s give it a name. Let’s call it “This is Not Reality - The Exploration Adventure”
You start inside of a volcano on a small platform with 3 Doors (blue, red and green). there is nothing else you can do. you have to make a choice. each door will bring you to another crazy scene. There are mutiple choices everywhere, and you will have multiple endings, but none of them will be satisfying. You just tease the player with endings like blending the screen to black and restart the game.
i know a game is not motivating without any rewards. So the Player will ask himself, why is all of this, but instead he should ask himself where is the real Reality. And now we bring in some kind of puzzle. You have small signs on the doors and they will help you to find the Reality. Most of them make no sense, they are just there to cnfuse the Player, but some will help you. Some hieroglyphics like:
temple, treasure, dead.
Now a smart Player will know, you should not open the chest inside of the temple.
Okay so the Key Features are:
- Exploring
- Crazy Scenes
- Multiple Choice
- Multiple Endings
- Final Ending
You don’t really need a good Story, when you have a good Ending. And you don’t even need a final solution for everything, just enough hints, so the player can think “oh yeah, that’s why all of this was happening”
Something like:
The Main Character was bored to work alone on the moon and consumed some LSD, to escape the gray everyday. And all the places he met in the game, where a mashup of places he wanted to visit in Reality.
I actually wrote more as i wanted hehe.
i don’t even think that it helps, but maybe some parts are a bit of inspiration?