Awhile back I had a game idea called Tales from the Dreams, and I wanted to share it and hear your thoughts.
Tales from the Dreams is an interactive drama horror game anthology series that takes major inspiration from Supermassive’s Games being Until Dawn, The Dark Pictured Anthology, and The Quarry.
In Tales from the Dreams, you get to play through different stories/tales revolving around a different genre of horror (Paranormal, Demonic, Slasher, Apocalyptic, Sci-Fi, Etc. with multiple characters from different horror games (Silent Hill, Dead Space, Resident Evil, Signalis, The Last of Us, Etc.) interactive drama and visual novel games (Detroit: Become Human, TellTale Series, Until Dawn, Danganronpa, DDLC, Etc.) and RPG Maker games (Omori, Yume Nikki, Oneshot, OFF, Fleshchild, Etc.) crossing over into them. Each story is standalone, having its own set of characters, setting and story. Each story, however, is connected to others, having references to each other and are all set in the same world. Each story has its own set of characters, where the player can control about 5-20 different characters depending on the story, each of whom can die over the course of the story if a poor choice is made or if a QTE is failed. If a character dies, however, the story doesn't end; instead, it continues with another one of the playable characters possibly taking the place of the dead one, meaning characters can permanently die in a playthrough. The game can go forward without any of the characters and end with all possible combinations of them, though the loss of a character can still affect the story, leading to some chapters and parts being replaced or entirely skipped. Players can clearly see the path of their story with thousands of possible branching paths. Some seemingly insignificant choices as well as huge moral decisions will question your sense of fairness, good and evil, and can have major consequences to your playthrough, with multiple ways your characters can die horribly.
The gameplay mainly revolves around decisions that range from the usual dialogues to life and death situations. The selection of options is presented as a moral compass of the protagonist, which offers the player to act either logically ("Head") or emotionally ("Heart"), or even say/do nothing at all. Time for choices is limited, 10 seconds for dialogue and 5 seconds for action. The decisions affect the characters' personality traits and relationships with each other, as well as the narrative overall, offering numerous scenarios and endings. Such major decision points are recorded in the system of "Bearings", which are important decisions that have large-scale consequences affecting the outcome of your playthrough and can update as the game progresses.
While searching, the player can find various items that can help in the playthrough, such items are stored in the inventory. The player can also find collectible objects, some of which also help in the gameplay and even provide backstory to the stories lore.
Action sequences feature quick time events, requiring pressing/mashing buttons, keeping the controller/mouse still (Keep Calm/Don’t Move segments) or aiming and shooting. Failure to execute some QTEs can take the story along a different path or even lead to a character's death. When a QTE is about to appear, the player gets alerted via an icon and a prompt.
Player Breakdown: At the end of each act, a summary gives each player an unique award, depending on which actions they have done most often:
Head Hunter - Chose most "head" decisions.
Heart Specialist - Chose most "heart" decisions.
Ditherer - Couldn't make choices.
Butter Fingers - Missed most QTEs.
Sleuth - Found most secrets.
Bookworm - Read the most.
Long Hauler - Walked the furthest.
Grim Reaper - Killed a character.
Relationship Counselor - Most relationship increases.
Persona Non Grata - Most relationship decreases.
Life Coach - Most traits increases.
Stress/Fear: During each story, failing certain QTE’s, Keep Calm/Don’t Move segments, or making certain choices in dangerous situations will cause one of your characters to become stressed/afraid. When a character is stressed, their Keep Calm/Don’t Move segments become harder. If a character is afraid, their QTE’s become faster, requiring quicker reaction time. To remove stress/fear, selecting certain dialogue options or completing certain QTE’s and Keep Calm/Don’t Move segments will remove the Stress/Fear. Stress/Fear can be prevented however based on the characters personality traits, sometimes certain characters can’t be stressed/afraid at all.
Traits: Each character has their own personality traits, which will affect their interactions with other characters and influence certain events in the story.
Examples:
Motivated, Insecure, Witty, Innocent, Foolhardy, Relaxed, Impatient, Courageous, Excited, Reckless, Anxious, Detached, Abrasive, Understanding, Amiable, Defensive, Rational, Overbearing, Headstrong, Sensitive, Confident, Intolerant, Romantic, Charitable, Honest, Commanding, Uncertain, Resolute, Curious, Aggressive, Arrogant, Envious, Spoilt, Humorous, Compassionate, Resentful, Dismissive, Irritable, Baffled, Indecisive, Deceitful, Fearful, Nervous, Indignant, Angry, Derisive, Reckless, Zealous, Persistent, Compliant, Reassuring, Sympathetic, Amiable, Cheerful, Sincere, Self-Assured, Intimidating, Charming, Considerate, Loyal
UI Appearance: When it comes to the UI Appearance/Aesthetic for the Pause/Info Menu, QTE’s, Bearing Updates, Character Trait Updates, Relationship Updates, and Dialogue Options, you can choose to either have its Theme either the the default theme, be based on the Genre of Horror, or based on the characters respective game. For example if you choose the character specific UI Theme, their Pause/Info Menu, QTE’s, and Dialogue Options Appearance will become reminiscent/themed after their respective game, right down to the sounds, text, and layout.
Good lord you really went all out for this one, huh? /pos
Honestly I think it's a good idea but I would probably get way too attached to one of the characters from a specific story LMAO
The fact that you can change the UI makes me so happy you don't understand (/pos)
But it sounds super complicated if you ever wanted to make it into an actual game
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