This page will go over the core gameplay loop present in my game. Originally as you can see in week 3 workshop (link below) my game loop idea was to have a horror/anxiety fueling level then move to a calmer level to make sure that the whole again is not just anxiety inducing so basically the players had a moment of relaxation before repeating the loop with another anxiety inducing level.
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However, after thinking about game ideas based around this loop I decided that there was no way to tell a story in a game that is just purely a constant fight or fright simulator secondly I also thought there would be no desire from players to play a game where the main premises is to give them anxiety and take essentially the piss out of anxiety in a way.
So I then started looking at game loop ideas based on my essential experience and gave up with a lot of ideas those ideas:
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Focus on some ones story
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tell story with an psychology in the background (eventually became objectivism)
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experience anxiety through the eyes of someone who does (possibility for VR)
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Specific time period - before anxiety was recognized
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before hand people were told was "stress" or "nerves"
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was treated with exorcism and sometimes lobotomy (removal of frontal lobe of brain)
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So from these notes an ideas i came up with it was clear that I wanted the core experience to be around portraying what anxiety is like for those suffering with it more specifically a person suffering from it in a time before it was recognized (pre - 1980)
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So, I came up with the simple core gameplay loop of having a level that portrays a type of anxiety or trigger for anxiety then an dialogue encounter with someone that will change the way the game plays out later down the line and then and calming level to keep the game fun and not always a doom and gloom type game.