karl3ļ¼ writeme.com wrote:
> Got idea for mind controlled mediator tropes.
> 
> Starts off with 3 very quick scenes:
> 1. Deeply peaceful mediator doing something deeply peaceful and dedicated, 
> but nearby zombie and born apocalypse.

all instances of the word "born" are typos for "borg".

> 2. Mediator is attacked by zombies and turns vividly.
> 3. Zombie mediator is kidnapped by borg and assimilated and then thrown back 
> into the world.

Was thinking of swapping 2 and 3. So borg'd before zombie'd. I think this makes 
a better intuitive power balance between the influences.

> 
> Done humorously like modern games for people with low attention span.
> 
> Game starts with mediator shaking, quivering, lunging to eat brains and 
> assimilate for the born, steadily integrating their new experiences. 
> Perspective or interface changes to focus the mediator's experience and 
> player is in control.
> 
> Player is implicitly charged with engaging scenarios in the world in a 
> caring, meditative way, while possessed and overwhelmed by borg and zombie 
> influences. This starts with very simple things and slowly increases as the 
> mediator develops skill with their takeover. When a challenge is too hard the 
> mediator automatically uses emergency behaviors to prevent themselves from 
> assimilating or combining the person they are trying to harm.

"combining" was autocorrect for what was intended to be "consuming". was trying 
to think of what zombies do to others. i guess they eat them?

> 
> The game mechanic is such that the player is presented with zombie and born 
> urges and interpretations of the parts of the situation, and must guide them 
> into small windows that produce caring results of slowly increasing 
> complexity. A little like directing a robot where the behaviors available are 
> zombie and born ones. An approach might be to let them energize areas of the 
> mediator's experience or world, but if done too much in an area the influence 
> latches on and takes over and the mediator balks.
> 
> Interactions and flow would be developed to engage humor around the 
> experience of adult mind controlled DID as well as the trope of a 
> demon-haunted saintly person.
> 
> An example might be having the user start off just trying to engage the world 
> normally but having the borg/zombie behaviors and interpretations, and the 
> mediator's balking, take over everything, stimulating the player learning the 
> core mechanic at the same time as the mediator adjusting to the new 
> experiences in analogy to familiar human experiences of something like an 
> alter rising and threatening a fugue state.

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