I'm pretty sure something like this is appropriate for this section, but if not, no big deal, I suppose. We'll see.
This is just as much involves game mechanics as it does writing, but when you're trying to create a gameplay-based narrative, well, it comes with the territory, doesn't it? But, anyway...!
It's a concept that I've been considering a bit for the past day or two that, I think, could seriously be compelling. Take the Heroic Mime
trope, and take it to its logical conclusion. A protagonist who cannot communicate verbally, whether it be speech or writing. And, for the sake of the concept, no sign language, either. But they can communicate through actions.
Now, what kind of actions, some are simpler than others. There's nodding and shaking your head for a simple yes or no, but there's also other ways to respond to to someone, by smiling, or laughing, frowning, cringing... But because you can only have so many inputs and you don't want to over-complicate things, let's limit the amount of actions that the protagonist can perform on their own.
And then, there's more context-based actions, such as pointing to something, giving something to someone else, attacking someone, pushing someone off a ledge, etc. You get where I'm coming from.
Now, the main gameplay surrounding these mechanics can vary dramatically, but for a relatively simple indie game, I'm considering a Metroidvania focusing around a crew of of a crashed spaceship on an unknown planet, trying to repair their ship and survive. The crew can communicate with the protagonist at any point via holo-communications, and as the game progresses, your actions and responses will change the opinions of the other crewmembers towards your character and also towards each other. This results in a variety of events and consequences that can occur. The overall narrative is set on one main route, however, though the actual conclusion could vary from everyone killing each other to romantic options to, well, I dunno. There's plenty of possibilities in the mix.
I don't want to go too deep into complexity with the actual characters, I want to actually establish flesh out the actual game mechanics before getting too tied to characterizations that might have to be changed as things go along. Maybe some basic tropes to start off with to set up a varied cast, and then expand from there.
So, then, thoughts on this as it is right now?
edited 25th Jan '13 10:33:24 AM by Cronosonic