Okay, a family challenge my siblings hold is the issue of the last portion of a leftover desert.
This time, it was three last scoops of icecream. We always hold little challenges, and the winner gets the prize. I got the icecream, and I also have a rough concept of a game plot.
So this time we had to think up a concept for anything. I chose to make up a concept of a video game.
And this was it.
It starts with an intro. Your character is introduced as your average Joe, living a lonely life in a tiny suburban town. Your character has his own little rituals, as you would say. It starts off of a shot of your character's day plan. Not plans, but just plan. Your life is on this piece of paper. From getting up in the morning to going to sleep and how you do it.
Then your character feels like the routine is old and he needs to "break" the chain by having a different day. He takes a personal day, and starts off by doing the complete opposite of the way he starts his morning. Having an efficient and fast prepared meal. Usually a poptart or something that can just be opened then eaten, your character prepares an omelet.
He eats it slowly, enjoying a cup of coffee, and watching the summer realm outside of his house. Your character is not an outdoorsman. Knowing this, he walks out to get the mail, and enjoys a small walk. Nothing in the mail even though the mailman went by. He shrugs it off, and then feels weird. He starts coughing, and then he's holding mail. Weirded out, he goes back inside and ignores the event as it was possibly just him seeing things since he's possibly tired and half asleep.
The game lets you now control him. You can move and examine objects. You can also go to a screen which shows your character's thoughts of everything he's examined.
In this game, inanimate objects are your way of collecting "quests". Certain things will remind your character that he needs or wants to get something done. There are Needed quests, and personal quests. Needed quests are things your character has to get done. Personal quests are things that have to do with nothing special.
From doing personal quests (In example, fixing a loose screw in a hinge to a drawer cabinet), you gain Control tokens. These allow you to "upgrade" your character's conscious and his subconscious. From getting rid of annoying habits, to getting over fears. You can't do certain quests until you can control your character enough to "persuade" him to do so. Due to him being a lazy bitchass, he won't patch a leak in the roof until you put enough tokens into self motivation.
After awhile, your character will start automatically napping or using the bathroom more often if you go on too many quests. To stop this, you will press a button on the controller that will force control, making him stop doing something and start doing what you want. Although it has a cooldown, and it makes him feel uneasy, as in doing it too much will make him zone out.
Then the real game starts, and you see something almost traumatizing. You see a hanged charred body for a split second, and then you come back to reality. You throw up in the trashcan, and confront what the hell had happened. Weird things start happening. Dogs start barking from distances randomly, the ceiling leaks a weird liquid, you hear footsteps but see nobody and you see bodies and monsters for split seconds and so on.
This is because of something inside of him causing him to see things. You lock yourself in a room and then you are attacked by a moving sack of skin. You unlock the door, close it and barricade it. You hear it moaning and you're scared as possible as you can be. There will be no fighting. Your only option is to face it. They do hurt you, so you have to dodge attacks.
The only way to combat the monsters is to touch them. Dodge their attacks and run into them. They stop existing and disappear. You then are attacked by a skeletal corpse, and this is the only enemy. It walks slowly and it talks to you in a raspy whispering voice.
Finally, the lights go out and it starts snowing extremely violently. You now have an ingame clock that starts at noon. If you do not progress through quests to help calm yourself and provide a safe environment, you will spontaneously die of a seizure. Quests now go from barricading doors and windows, to finding and taking painkillers to curve a splitting headache.
These headaches are important.
Near the end of the game, everything becomes utter hell. Lamps attacking you, boards from the ceiling falling on you and electronics exploding, your character realizes that everything is all in his head, no matter how real it seems. He then deduces that death in "his dimension" would reduce him to a vegetative state in real life.
Then you are aware of why you have splitting headaches. A subconscious being appears before you to tell you that unknowingly, you planted a seed in your own head that caused you to see these things. A seed grew into a living tumor in your brain. It then says that the only way to fix this is to delve into a psychological hell that holds everything you fear to finally kill it.
Left with no options, you go through a doorway that drops you in utter hell. Nothing hurts you, as it is just a way to scare you. Your character has to force himself to succumb to the fact that this isn't real. Anything that you put the tokens into is horribly perverted into nightmares in this world.
Your character is energetic? An image of his bloody legs following him, asking him to stop running so fast. The final boss is a giant bloody tumor. How do you beat it? You don't directly. Your character has to turn it off. How? By forcing himself to believe that it's dead.
How is this done? Running into things that it's constantly spawning to kill you!
After turning it off, you wake up on the floor, bruised and fatigued. Everything you have done to your house is still there. You unbarricade the front door and then limp to the hospital. It then ends with a shot of your character laying in a hospital bed, stitches in his head and he's talking to somebody on the phone. (His mother)
So yes, lots of plot holes and un-needed stuff, but it could still be turned into something cool.