Tuesday, May 19, 2009

Idea: Dream Sequences that actually accomplish something

So, the dream sequence has a bad rep for its role in erasing plot or showering the player/viewer with BS. (... Must... purge... mental... image...). However, I just thought of a way that dream sequences could do something useful in the course of a game: go along with the possibly-true idea that dreams are how we sort out lots of information from the day before, and make connections. The point of this isn't to be psychologically trendy or anything; what I had in mind was, in games centered around confusing reasoning, making the really hard problems tangible. That way, players can feel involved in the problem-solving without having to wrestle with a parser. So, for example, suppose, I don't know...

While investigating an ancient civilization, the main character found an inscription that doesn't translate meaningfully. Suppose further that not much is known about this civilization, because I came up with a puzzle that only makes sense if there isn't a ton of prior knowledge. So, if the main character dreams, the player can be given, in some kind of tangible form, the knowledge that they do have: the sky was believed to be a dome, and the characters they used were made in a very formal, almost mechanistic fashion that makes it difficult to tell whether a given character is, in fact, upside-down. It might be weird of me to consider it obvious just from that, but that should be all that's needed. For realism and length, there would presumably be some red herrings.

Sadly, I'm not sure how this would be shown (point-and-click adventure game?), but the basic idea seems sound and interesting enough that I figured I'd throw it out there.

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