karl3ļ¼ writeme.com wrote: > Got idea for mind controlled mediator tropes. > > Starts off with 3 very quick scenes: > 1. Deeply peaceful mediator doing something deeply peaceful and dedicated, > but nearby zombie and born apocalypse.
all instances of the word "born" are typos for "borg". > 2. Mediator is attacked by zombies and turns vividly. > 3. Zombie mediator is kidnapped by borg and assimilated and then thrown back > into the world. Was thinking of swapping 2 and 3. So borg'd before zombie'd. I think this makes a better intuitive power balance between the influences. > > Done humorously like modern games for people with low attention span. > > Game starts with mediator shaking, quivering, lunging to eat brains and > assimilate for the born, steadily integrating their new experiences. > Perspective or interface changes to focus the mediator's experience and > player is in control. > > Player is implicitly charged with engaging scenarios in the world in a > caring, meditative way, while possessed and overwhelmed by borg and zombie > influences. This starts with very simple things and slowly increases as the > mediator develops skill with their takeover. When a challenge is too hard the > mediator automatically uses emergency behaviors to prevent themselves from > assimilating or combining the person they are trying to harm. "combining" was autocorrect for what was intended to be "consuming". was trying to think of what zombies do to others. i guess they eat them? > > The game mechanic is such that the player is presented with zombie and born > urges and interpretations of the parts of the situation, and must guide them > into small windows that produce caring results of slowly increasing > complexity. A little like directing a robot where the behaviors available are > zombie and born ones. An approach might be to let them energize areas of the > mediator's experience or world, but if done too much in an area the influence > latches on and takes over and the mediator balks. > > Interactions and flow would be developed to engage humor around the > experience of adult mind controlled DID as well as the trope of a > demon-haunted saintly person. > > An example might be having the user start off just trying to engage the world > normally but having the borg/zombie behaviors and interpretations, and the > mediator's balking, take over everything, stimulating the player learning the > core mechanic at the same time as the mediator adjusting to the new > experiences in analogy to familiar human experiences of something like an > alter rising and threatening a fugue state.
