This is a game concept I dreamed up recently, and I thought I would get the thoughts and impressions of my fellow Escapists on it. Not sure if I will ever use it, but I would like to keep in mind for future projects.
The concept is basically an inversion of the way most games usually work. In most games you get stronger and stronger as the game goes on, starting at one level and then gaining skill, status upgrades, better equipment, and the like. The basic progression is start small end big, and to balance this the game difficulty gradually increases in proportion to your increase in awesomeness.
But for this new concept, the idea is that you start big and strong, with lots of powers and abilities, but over the course of the story you are put in situations where you gradually lose those powers. As the game progresses, you get weaker, and therefore the game becomes more challenging because of that, rather than just steadily cranking up the difficulty.
This concept could work for a variety of settings--it would be excellent if the protagonist is infected with some sort of disease, and as the story progresses so does the disease--of perhaps the story could even be a race against the disease, and you would need to get through things before the disease cripples you to point where things are impossible.
It would also work well as a way to make moral choice systems have a bit more weight--imagine you are playing this big, powerful paladin-like character who must choose between keeping one of his super paladin powers and letting someone die, or giving up the power so that the person will live. Sacrifice would be a big part of a game like that, the idea that doing the right thing can be very difficult. And to make a statement about how doing good is hard but ultimately better in the end, while doing evil is easy but will ultimately destroy you, the end sequence of the game could involve a really tough fight where the paladin gets the assistance of everyone he or she helped along the way--if you were good, you personally would be very weak but you would have a lot of help (and of course the help would have to be balanced so that it was really, truly effective!), but if you were evil you personally would still be very strong, but you would be fighting alone. This idea feels very Christian to me--a game about martyrdom.
So what do you think? Interesting concept or a little too fancy-pants-psychology-experiment? What other settings or situations would the idea of a gradually weakening protagonist be appropriate?
The concept is basically an inversion of the way most games usually work. In most games you get stronger and stronger as the game goes on, starting at one level and then gaining skill, status upgrades, better equipment, and the like. The basic progression is start small end big, and to balance this the game difficulty gradually increases in proportion to your increase in awesomeness.
But for this new concept, the idea is that you start big and strong, with lots of powers and abilities, but over the course of the story you are put in situations where you gradually lose those powers. As the game progresses, you get weaker, and therefore the game becomes more challenging because of that, rather than just steadily cranking up the difficulty.
This concept could work for a variety of settings--it would be excellent if the protagonist is infected with some sort of disease, and as the story progresses so does the disease--of perhaps the story could even be a race against the disease, and you would need to get through things before the disease cripples you to point where things are impossible.
It would also work well as a way to make moral choice systems have a bit more weight--imagine you are playing this big, powerful paladin-like character who must choose between keeping one of his super paladin powers and letting someone die, or giving up the power so that the person will live. Sacrifice would be a big part of a game like that, the idea that doing the right thing can be very difficult. And to make a statement about how doing good is hard but ultimately better in the end, while doing evil is easy but will ultimately destroy you, the end sequence of the game could involve a really tough fight where the paladin gets the assistance of everyone he or she helped along the way--if you were good, you personally would be very weak but you would have a lot of help (and of course the help would have to be balanced so that it was really, truly effective!), but if you were evil you personally would still be very strong, but you would be fighting alone. This idea feels very Christian to me--a game about martyrdom.
So what do you think? Interesting concept or a little too fancy-pants-psychology-experiment? What other settings or situations would the idea of a gradually weakening protagonist be appropriate?