I have an idea for a game: It’s the usual “a princess is kidnapped by a dragon and a brave knight is on a quest to rescue her” story. But you (the player) plays as the princess, who is somehow helping the knight on his quest.

The issue is that since the player is playing as a trapped character, I want to make the player feel trapped, but I don’t know how to do that.

My original idea is that the princess telepathically communicates with the knight and tells him what to do. But this doesn’t work, the gameplay is identical to the player playing as the knight. How can I make the gameplay feel like the player is playing as the princess (and thus feel trapped) instead of the knight?

  • sugar_in_your_tea@sh.itjust.works
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    4 hours ago

    This sounds a little like the AC formula. In those games, I don’t really feel like I’m in the animus, so I think direct control over the hero should be thrown out, otherwise the bits where you’re not controlling the hero will feel out of place.

    Inscryption is a very different game and I certainly felt more trapped, especially in the first third of the game. In that one, there’s an ever present reminder that you’re trapped, and there’s interesting stuff to so outside the main gameplay loop.

    So you need to play as the princess and make interaction with things other than the hero fun, but not so fun that you don’t want to be rescued. I think you also need some kind of peril to give urgency as well. Some ideas:

    • elements from Prey - hide from your captor when helping your hero
    • puzzles and whatnot in your prison
    • periodic checkins - i.e. need to be in certain places at certain world times
    • limited control over your hero
  • KombatWombat@lemmy.world
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    5 hours ago

    TLoZ: Spirit Tracks had you control Link primarily but you used Zelda’s ghost to possess things, help you fight, and solve puzzles. It would be hard for a solo dev, but you could have a knight with an AI that proceeded based on what paths you unlock for it. So the princess would be some sort of astral projection I guess. But then, you wouldn’t really feel trapped. Maybe you need to hide your activity from the dragon or distract it for a stealth aspect or resource management. You would need to balance swapping back and forth between your body and helping the knight. Might be easier to settle on an in-universe justification after figuring out the core gameplay.

  • Sylvartas@lemmy.dbzer0.com
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    5 hours ago

    You have to do some work for the tower’s master and/or you need to gather informations for the knight. That could be stuff like cleaning their orbs so they can ponder them later, preparing/finding magical critters to be used in their potions, putting away his stupid sentient magical artifacts that keep trying to escape or do some shenanigans… Whatever. And try to gather information/find escape routes etc. But imo if there is some knight gameplay, it should be a minor part of the experience, otherwise you will indeed feel like you’re just playing the knight.

    Edit: I think you could still have a fair share of knight gameplay if you make the princess gameplay some sort of walking sim where you wander around the tower, possibly under time constraints, and when it’s over, your have a knight section. You can figure out tons of way to make these gameplay segments interact too. For example there could be roadblocks to the knights progression that require the princess to do/find something. That could be mixed with Libra’s idea of having the princess cast spells and do other stuff during the knight’s segments, by having the player find the spells/artifacts required during the princess segments

  • SkunkWorkz@lemmy.world
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    9 hours ago

    The princess has to find out where she is and how to get there and communicate that via a magical bird to her castle. She can find all the info in the magical tower she is in. Like a point and click adventure/escape room. The game should be full of puzzles the player needs to solve to procure more information for her knight in shiny armor.

  • SuperNovaStar@lemmy.blahaj.zone
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    10 hours ago

    You could do part puzzle game, part rts. What I mean by rts is that you can give the knight commands but you can’t control him directly. And maybe he doesn’t always do what he’s told, and you have to account for that somehow?

    Could make for an interesting roguelike, too, as you try to help this endless stream of knights rescue you.

  • aramova@infosec.pub
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    13 hours ago

    Play Myst, that game has so many ways to do this, and no wrong answers.

    The idea of her being locked in her passed father’s tower laboratory by the evil step mother who doesn’t know the secrets of the tower, and the player discovers them to help the knight.

    I’d early access that shit.

  • chicken@lemmy.dbzer0.com
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    17 hours ago

    Here’s an idea: gameplay sort of like Goblin Cleanup, you have various chores you have to do cleaning and arranging the various levels of the tower at night while the dragon is home, and your work has to pass an inspection. Then during the day you are locked in your room, and have some ability to watch a prospective rescuer attempt the dungeon crawl without your direct input. But you can strategically arrange items, enemy spawns, and Dark Souls style hints to try to tip the scales during the chores phase. So kind of like a tower defense game in reverse where you are trying to lose.

  • Timecircleline@sh.itjust.works
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    14 hours ago

    Funny enough, I just finished playing through Paper Mario 64, and you’ve basically described Peach’s chapters. She’s able to pass on messages by way of using another character as a messenger.

    The way the game is structured is there’s a mini Peach chapter in between each main chapter, but I think it would have been intriguing if you never actually got to see Mario’s side of the story and only heard about his adventures from the guards, diary entries, etc. Cool idea for a puzzle game!

  • wirelesswire@lemmy.zip
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    14 hours ago

    She could communicate with the knight like this.

    In all seriousness, maybe it could be part stealth game, where she breaks out of her confines and sneaks around the dragon’s lair to do various things, only to make it back in time to avoid being found out.

    A bit more whimsical, but maybe she’s a Disney princess, and can communicate with birds and such to relay vague messages to her would-be rescuer. She could use the animals to distract or sabotage the dragon’s minions and make the knight’s journey easier.

    She could have magical abilities, which you could then take in all sorts of directions.

  • Donebrach@lemmy.world
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    13 hours ago

    Play some games and figure out how to make compelling content. Don’t crowdsource key gameplay mechanics for free.

  • Surenho@lemmy.wtf
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    1 day ago

    A 3D game where you’re locked inside a tower with tiny windows that allow you to see outside just enough to understand what’s happening out there while the knight navigates the fortress/castle. You have multiple forms of influencing what the knight does and what transpires outside (sending letters and packages with items, crafting said items or potions, using magic, commanding assistance from other loyal servants, distracting enemies, unveiling traps and puzzles to aid in the quest). The place can be a tower with multiple floors and as you progress you might gain access to new floors of tools, while also having maybe “putting out fires” elements such as keeping a dragon asleep with music, filling a moat so evil minions cannot cross, sending equipment and maybe even firing/camping enemies like a sniper but with a crossbow or smthn.

    You make them feel trapped by limiting what they can see and do. When things go out of sight or cannot communicate effectively with the knight and limits their actions it then forces succinctness to their effect on their own rescue.

    Dunno just an idea :)

    • catloaf@lemm.ee
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      1 day ago

      Yes, this sounds fun! I would play this game.

      Any kind of “action at a distance” would give you the feel you’re looking for.

    • EarMaster@lemmy.world
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      23 hours ago

      It made me think of indirect games like Black & White, Dungeon Keeper, The Settlers or The Sims. You can give orders but you cannot directly control your characters / units. If you limit the amount of orders, add a delay / the possibility for an interception or introduce areas where your orders can’t reach your hero it could do the trick.

    • Coelacanth@feddit.nu
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      1 day ago

      This is the way to go for sure. Actually sounds like a really interesting setup for a game.

    • PlantJam@lemmy.world
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      1 day ago

      This concept could work great with “combat” in the style of A Plague Tale. If you’re not familiar, the main character is a child. She has a few tools available to manipulate enemies and environmental hazards.

  • awesomesauce309@midwest.social
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    1 day ago

    It’s the exact opposite of trapped but what about something like this old comic

    Where the princess is in cahoots with the dragon. Maybe there are evil knights coming to marry her, and she needs to create a path for Prince Charming.

  • Wimopy@feddit.uk
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    20 hours ago

    This seems like it fits more of a management/strategy type vibe to me.

    Maybe you hear news of the 10 greatest knights of the realm coming to save you. But you don’t know what they’re great at and you only have a limited amount of instructions to give them.

    You could have the first knight leave hints by telling him to leave marks in specific places. But he might be the best at combat and would be best sent against some of the other monsters guarding the path. You just don’t have the information.

    But honestly, I’m not sure if that makes a player feel trapped. They have power to change things. Maybe you steadily take away that power? I’m just not sure how.

    Very interesting question though.

  • DragonTypeWyvern@midwest.social
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    1 day ago

    There’s an archetype of game called Princess Makers.

    https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/PrincessMaker

    They’re easy to make, actually, all flags and variables, but it seems like a natural fit for what you want to do. The “princess” is usually pretty limited by the trainer, which can be herself or the dragon in this case. Have the dragon own a library and something she can use for training and the game becomes about your princess getting Prison Jacked while finding ways to communicate with her rescue, with events and endings responding to the training choices.

    Making the player feel trapped is relatively easy, just place limits on her actions based on the dragon in various ways.

    Can’t train in the morning because you have to serve it breakfast. Can’t go riding or outside or whatever until it trusts you or whatever. Can’t research certain topics in the library unless you find a way to sneak in, etc.

    Honestly, even if you want more of a 3d exploration game the limitations should probably be the same vibe. Just have the dragon be a constant voice of “No”

  • Sunsofold@lemmings.world
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    1 day ago

    If you want to produce the sensation of being trapped you have to use the feeling of power and loss. It stems from the sense of ‘If I could just…’ If I could just get out there, I could defeat that henchman for him. If I could just get out there, I could solve that riddle for him. If I could just escape this box, all would be fixed.

    Now, the trick is, because this is a video game, players have a reduced sense of agency. The player’s sense of capacity is ‘what happens when you hit the button.’ Mario, before more modern adaptations, had a capacity to move left and right, jump, run, and ‘use ability.’ The player never had the ability to do anything else, so it never feels like a limitation. No one ever said, ‘playing Mario makes me feel trapped because I could beat Bowser if I could just access the cannon that’s right over there.’

    So, to produce the feeling of confinement, one must create the sense of power, and then take it away. Give the player enough power that they could even defeat the dragon, but then take it from them so they feel limited. If you can find a way to make it feel like it’s not even forced, as in they feel like they could have won the game in Act 1, Scene 1, but their lack of skills as a player were what made them lose, all the better.

    • ajoebyanyothername@lemmy.world
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      22 hours ago

      Would that be your classic ‘meant to lose’ fight, usually against the big bad, which is technically winnable but the vast majority of players will lose and progress the story as planned? The example that comes to mind is Ghost of Tsushima, but it crops up in plenty of games.