Not really sure how to proceed. Should I just leave it and trust my original story? Or should I look into changing a few things that could ultimately destroy what I've already set up?
Help if you can...
Thanks
Lotus
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(CW) A final, passionate plea for your vote!
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panicman123, 14:51 Thu Jul 24th, 2008
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Fear and Self-Loathing on the Campaign Trail '08
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Lotus, 18:55 Wed Jul 23rd, 2008
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From the blog "Here is where I say things into the internets."
WillGibson, 16:20 Wed Jul 23rd, 2008
From the blog "Following my attempts to promote and create..."
panicman123, 15:39 Wed Jul 23rd, 2008
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This "Don't go up the Stairs!" mission is an excellent vertical slice of my overall game concept because it includes all the major components and unique selling points of His Dreams. Among the major hooks is the player's ability to choose their survival strategies and mission order. Each of these choices is followed by meaningful repercussions that empower the player's sense of control. The mission is also rich in creative objectives, various mission solutions, character depth, dialogue interaction, shadow opponents, rewards for wise solutions, an unsettling yet slightly beautiful atmosphere pastiche and many mysterious allusions to Simon's real life which are baked into various aspects of the game. It runs approximately 1-2 hours.
Symbolism & Setting
The mission solely takes place in a
house with many ghosts and dark secrets. This setting is especially important
because houses in dreams usually symbolize the dreamer. The narrow house stands
several precarious stories high and digs a few floors deep into the earth. Many
of the rooms in the house are symbolically locked with ominous warnings to
anyone who dares open them. When a player tries to open a locked door, a scary
image will flash and their controller will shake. This image will give them a
clue of what lies behind the door, and perhaps give them a taste of how nervous
Simon would feel. These locked rooms will often contain some ghost, object or
setting that Simon associates with his fears, self-loathing or repressed
experiences. As the player begins to unlock these rooms and battle, avoid or outwit
what's inside, they are exposed to an unsettling yet captivating hodgepodge of
rooms belonging to different periods and events in Simon's life. For example,
the player will enter a room directly after a shotgun has gone off inside, only
to find they're in Simon's suicidal mother's shabby living room, but only the
gun is to be found. Most of the atmosphere and unspoken emotion for this
mission are set by these allusions, juxtaposing mysterious rooms and lighting
ala David Lynch's
Choices, Control & Dialogue Interaction
When the mission begins, Simon, his domineering boss, Don and best friend Travis are trapped in the haunted house with sociopathic punks chasing them. They must escape by working together to find the front door key. Bad choices will lead to the injury or death of a group member and constantly wanting to be the decision-maker will lead to the group splitting up, which is more dangerous for everyone. However, if the player never insists on being the leader, they will miss out on holding many of the weapons and other items the group finds. The player and Don must share the decision making power for the group. When wanting to decide, the player must use dialogue choices to convince Don to agree to their strategy. The mission establishes this gameplay concept within the first couple minutes. As the group barricades themselves in the kitchen to keep out the punks, a prominent knife is stuck in the cupboard. The player has a few seconds to grab it before Don. If Don gets it first, the player can argue that they should be the leader and therefore hold the group's only weapon. If Don agrees or if the player grabs the knife first, they are the leader for the first decision. Seconds later, the punks are successfully breaking past the barricade. The player must decide between two escapes: the door leading to the foyer or the hole in the kitchen's floor that leads to the cellar. The wise choice is the door to the foyer, which Don will choose if he's the leader. If the player makes the unwise decision to jump blindly into a hole in the floor with no exit strategy, they will have to pay the consequences. A gruesome and violent ogre, who symbolizes Simon's birth father, dwells in the recesses of the house. The player will not be strong enough yet to defeat this creature. The group has no other option but to climb back up to the kitchen. However, since they have no rope yet, they will have to use Travis to boost them up, which leaves him vulnerable to an ogre attack. Now the group has to cater to an injured person. If Travis gets seriously hurt again, he will die.
Missions & Strategy
The mission's arc is based on three missions and a final battle that is influenced by the player's choices throughout the mission. The main difference between these missions is the boss at the end. To complete each mission, the player will have to battle one of the punks. Each punk has a weakness that is the strength of one of the strategy choices. These strategy choices are one of the main variables in this overall mission and game. At the beginning of each mission, if the player is the leader, they can choose between searching for keys, searching for weapons or hide and sneaking around the house. Each of these choices and their level of consistency have repercussions.
If the player chooses to hide and sneak (i.e., Stealth) for a mission, they will mainly gain access to rooms by travelling between the tight spaces between walls, vents and other secret passageways. The advantages to this strategy are the player receives the most protective armour and attracts less ghosts and confrontations. However, they will find few weapons, which makes them vulnerable, especially if they are too clumsy and get caught travelling in these mobility stifling spaces. The player also can't explore much or gather as many items because it increases their risk of getting caught.
If the player chooses to search for weapons to battle their foes (i.e., Psycho) they will mainly gain access to rooms by finding weapons strong enough to break down the doors. This strategy has the advantage of open exploration and more weapons to take on any enemy. However, the violent nature of this strategy attracts more ghosts. The player will also receive the least protective armour items.
If the player chooses to search for keys to the locked rooms (i.e., Clever Boy), they will mainly gain access to rooms by solving puzzles to find keys or items to open the doors. This player can explore freely, get a medium amount of protection and weapons, and attract a medium amount of enemies. However, opening doors by solving puzzles is generally more difficult for the average player than killing or sneaking. Don will often choose this option.
The consistency in which the player chooses each option also has repercussions. Choosing the same strategy, such as stealth, every time not only indicates the player is most likely not sharing power with Don, but also that they're not accumulating any puzzle solving or attacking skills. This may cause problems when they encounter two of the three bosses. However, the advantage to this strategy is that the player will have the highest level of stealth skills and items possible in the overall mission.
Choosing mission order is another strategic variable because each mission's final boss has a unique weakness that corresponds to one of the strengths of the strategy choices. Dido is blind and will be easier to defeat with stealth; Fido is vicious and can only be defeated with force; and Zippo has a spark of humanity that can be appealed to through conversation manipulation. Also, since the player gathers items from every mission, it's best to leave their weakest mission until the last when they have gained more items for protection.
The Ogre & Rewards for Wise Choices
The final variable is the symbolic ogre in the cellar. The player can choose whether to kill, befriend or avoid the ghastly creature. Befriending is the most difficult. It's accomplished through careful dialogue choices and attack restraint. If the player befriends the ogre, he will rescue the group in the final scene and, even more important, the player's rapport with the NPCs in the Dream Hub will increase. This results in NPCs revealing more secrets and giving more items.
Final Battles & Proof of Consequence
When each mission is completed, the player receives half of a light bulb that's tinted with a colour corresponding to the strategy they used to complete the mission. (i.e., stealth = blue, psycho = red, clever boy = green). By the end, the player should have a complete light bulb of one colour or a piece of all three, which is the equivalent of a full green light bulb. When all three missions are completed, a large industrial door in the bottom level of the basement opens. Beyond it is a dirty and poorly lit hallway with three doors. The player plants their light bulb in the socket outside their corresponding locked door and enters. This will be their final battle, which is distinctly lit by the light bulb they just placed.
The predominantly Psycho player's mission will involve getting the front door key out of Fido stomach after he swallows it. Guess how? The predominantly Stealth player will have to quietly maneuver around a slumbering restless psychotic and delusional man dressed in baby's clothing in order to get the key. The predominantly Clever Boy player will have to sort through Simon's toy chest and find the toy that represents one of Simon's biggest fears. For every wrong guess, he will have to battle a slew of ghosts.
A Final Test
As the player uses their key in the
front door following their final battle, they will be transported to the final
locked door in the house, which is the attic. The punks will be there standing
in front of a closed and curious stage curtain with their guns drawn. If the
player attacks, the punks will kill them before their weapon is even drawn. Fido
will announce one of you must volunteer to be killed in ten seconds or all of
you die. If the player volunteers, they will be shot and instantly freed from
the house, since it's a symbol of Simon.
With nowhere to go and nothing else to do, the player will look behind the curtain and notice the punks have disappeared. There is just a mirror with an eerie reflection of Simon bound and gagged. Once the player touches the reflection, the mission is complete.
Rewards
A cut scene from Simon's real life will follow this. It will illustrate the main theme of the "Don't go up the Stairs!" mission, which is Simon's power inadequacies. This scene will illustrate his struggle to have any control over his fourteen year old daughter and the rift that has grown between them since Simon's wife died.
Player also now has a thermal suit when they return to the Dream Hub. They can possibly use it in future missions, unless they've already completed the missions where this suit is helpful. This is an example of a mission reward that helps influence an ideal main mission order.

- Go
through "Don't go up the Stairs!" door in Dream Hub. Player starts with nothing
in their inventory. Save Point.
- Player
is trapped in a haunted, abandoned house with his domineering boss, Don and
best friend, Travis. Three sociopathic armed punk kids named Fido, Dido and
Zippo are pursuing them.
- Player
must find a way to survive and escape this house.
- The
house is symbolic of Simon and can be explored to discover more about him.
- Player
must find the key to the heavily fortified front door. It seems to be the only
exit.
- Player
finds the key after searching almost all the rooms of the house through three
missions, three punk battles an