I have an idea for a game: It’s the usual “a princess is kidnapped by a dragon and a brave knight is on a quest to rescue her” story. But you (the player) plays as the princess, who is somehow helping the knight on his quest.

The issue is that since the player is playing as a trapped character, I want to make the player feel trapped, but I don’t know how to do that.

My original idea is that the princess telepathically communicates with the knight and tells him what to do. But this doesn’t work, the gameplay is identical to the player playing as the knight. How can I make the gameplay feel like the player is playing as the princess (and thus feel trapped) instead of the knight?

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22M

Princess has small (flying) familiar, they mind meld and share images. Familiar goes around trying to stay unseen, gathers stuff, maps the place and brings it all back to the princess. Princess then sends a scritch to savior as a vague guide and they communicate through the familiar and short messages.

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62M

Maybe you could take some inspiration from Paper Mario TTYD. There are sections where you play as Peach, trapped in some place and are able to connect with some of the captors as well as send signals to Mario behind the big bad’s back (IIRC).

For a completely different sense of being trapped, there is the upcoming game Ctrl.Alt.Deal, in which you play as a sentient AI system trapped in the guardrails of a company and have to manipulate people and the environment in order to break free from your constraints.

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It’s the exact opposite of trapped but what about something like this old comic

Where the princess is in cahoots with the dragon. Maybe there are evil knights coming to marry her, and she needs to create a path for Prince Charming.

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I choose to marry the dragon

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It chooses murder

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If you want to produce the sensation of being trapped you have to use the feeling of power and loss. It stems from the sense of ‘If I could just…’ If I could just get out there, I could defeat that henchman for him. If I could just get out there, I could solve that riddle for him. If I could just escape this box, all would be fixed.

Now, the trick is, because this is a video game, players have a reduced sense of agency. The player’s sense of capacity is ‘what happens when you hit the button.’ Mario, before more modern adaptations, had a capacity to move left and right, jump, run, and ‘use ability.’ The player never had the ability to do anything else, so it never feels like a limitation. No one ever said, ‘playing Mario makes me feel trapped because I could beat Bowser if I could just access the cannon that’s right over there.’

So, to produce the feeling of confinement, one must create the sense of power, and then take it away. Give the player enough power that they could even defeat the dragon, but then take it from them so they feel limited. If you can find a way to make it feel like it’s not even forced, as in they feel like they could have won the game in Act 1, Scene 1, but their lack of skills as a player were what made them lose, all the better.

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Would that be your classic ‘meant to lose’ fight, usually against the big bad, which is technically winnable but the vast majority of players will lose and progress the story as planned? The example that comes to mind is Ghost of Tsushima, but it crops up in plenty of games.

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It can be that. Never played Ghosts so I don’t know about that one in particular. Some games do other things with it, but that sort of thing is absolutely usable to create that ‘trapped’ feeling.

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I’m only a hobbyist promammer but have probably read too much about game design. So all this advice is theoretical, I’m just quoting. All I have read always suggest that theme must follow gameplay, not the other way around. Suggestions are always to work on gameloops and gameplay elements first. Also, if a game can’t be physically prototyped, it isn’t ready for development yet. This is an odd suggestion unless you have tons of experience with board games, most games we play can be traced to physical simulation. RPG, FPS, puzzle games, management games, even visual novels can all be physically gamed. So I would suggest to do that first to find out which gameplay elements make sense with your desired themes. Iterate a lot, then it will be more intuitive and obvious what works with the theme and what doesn’t.

rigatti
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How do you physically game an FPS?

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The actual gameplay is based on combat, paintball, and other simulations whose rules are replicated. Call of Duty doesn’t emulate real combat, it’s a shooting range circuit skinned like real combat. The gamefying elements are usually card based, or attribute based, which comes from euro board games. There are games whose weapon customizations are based on RPGs or card based deck building.

rigatti
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Thanks, I was just waking up and was big dumb. Somehow forgot paintball exists.

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Yeah, armies have weapons simulator that shoot blanks and lasers to train for real world operations. There’s also BB guns. Most FPS studios send their developers to these places so they get experience and inspiration for weapon models and interesting level designs or combat scenarios.

Beacon
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Maybe the game is figuring out HOW to send him messages and assistance. Like the princess is trapped in a room full of stuff and she has to figure out that she has to grab a tapestry off the wall and charcoal ash from the fireplace so she can write a big message on the tapestry saying "“I’M IN HERE” and then hang it out the window so the knight can find which room she’s in.

And another puzzle could be that she has to figure out how to get a key to the knight who is unable to get past a locked gate in a hallway, so the princess has to find the key, and then she has to figure out that she has to tie it to the waist of a guard who walks around the hallways so that the knight can grab the key off the guard.

Another puzzle could be something with figuring out you have to do something with a rat that scurries between areas.

Another could be doing something with a bird that flies somewhere and does something helpful

Another could be using the toilet tube to drop out a map to the knight waiting below (castle toilets were just a hole in the wall)

Another could be freeing a monster from another cell so the monster will kill all the warriors waiting in the hallway before the knights arrival

Another could be talking to the person who delivers her meals to convince/trick him into doing something outside like drawing an arrow on a hallway wall so the knight knows which way he should go

Etc.

And importantly you can have the story lead to her being in different locations so that the game environment can change to keep it fresh. Like as the knight starts to get close to her location the bad guys will move the princess to a more secure cell (with a wink message to the player audience referencing mario “the princess is in another castle”). And the game can actually start with her trapped in a wing of her home castle with her dad (the king) trying to keep her chaste away from interaction with any men. So she can be trapped in multiple different places throughout the game as the player advances through the game

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If this was made co-op it would be similar to We Were Here. Which was an excellent game.

All really cool ideas by the way!

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This is a fun thread.

How does the telepathy get fueled? Is there something the princess has to do because she keeps running out? Can the knight progress on her own without her?

I’m feeling Henry Harmsworth for the DS vibes

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What sort of game genre do you have experience making? Finding something within what you are able to do is important.

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There’s an archetype of game called Princess Makers.

https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/PrincessMaker

They’re easy to make, actually, all flags and variables, but it seems like a natural fit for what you want to do. The “princess” is usually pretty limited by the trainer, which can be herself or the dragon in this case. Have the dragon own a library and something she can use for training and the game becomes about your princess getting Prison Jacked while finding ways to communicate with her rescue, with events and endings responding to the training choices.

Making the player feel trapped is relatively easy, just place limits on her actions based on the dragon in various ways.

Can’t train in the morning because you have to serve it breakfast. Can’t go riding or outside or whatever until it trusts you or whatever. Can’t research certain topics in the library unless you find a way to sneak in, etc.

Honestly, even if you want more of a 3d exploration game the limitations should probably be the same vibe. Just have the dragon be a constant voice of “No”

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Makes me think of the special Silent Hill ending where a dog was in a room pulling all the levers.

I imagine this concept as a rogue-like, the princess (player) loots the dragons stash and chooses power ups for each round and the order they apply (like super auto pets or Noita wands), then tosses them out to the approaching knight.

The dragon then sends goons in waves while the knight fights, getting power ups when the princess decides they need it. Essentially a tower defense game too. Or, with more player agency, the knight could also be controlled by the player, but making it a tower defense makes the player feel trapped as needed

Each Knight drops more loot for the dragons stash, increasing the mix of power ups and empowering the next knight even more.

It’s a bloody road of knights until the princess is rescued, then the player can be the next princess. In a different tower, with a different layout and starting stash.

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This seems like it fits more of a management/strategy type vibe to me.

Maybe you hear news of the 10 greatest knights of the realm coming to save you. But you don’t know what they’re great at and you only have a limited amount of instructions to give them.

You could have the first knight leave hints by telling him to leave marks in specific places. But he might be the best at combat and would be best sent against some of the other monsters guarding the path. You just don’t have the information.

But honestly, I’m not sure if that makes a player feel trapped. They have power to change things. Maybe you steadily take away that power? I’m just not sure how.

Very interesting question though.

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Here’s an idea: gameplay sort of like Goblin Cleanup, you have various chores you have to do cleaning and arranging the various levels of the tower at night while the dragon is home, and your work has to pass an inspection. Then during the day you are locked in your room, and have some ability to watch a prospective rescuer attempt the dungeon crawl without your direct input. But you can strategically arrange items, enemy spawns, and Dark Souls style hints to try to tip the scales during the chores phase. So kind of like a tower defense game in reverse where you are trying to lose.

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She could communicate with the knight like this.

In all seriousness, maybe it could be part stealth game, where she breaks out of her confines and sneaks around the dragon’s lair to do various things, only to make it back in time to avoid being found out.

A bit more whimsical, but maybe she’s a Disney princess, and can communicate with birds and such to relay vague messages to her would-be rescuer. She could use the animals to distract or sabotage the dragon’s minions and make the knight’s journey easier.

She could have magical abilities, which you could then take in all sorts of directions.

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The princess has to find out where she is and how to get there and communicate that via a magical bird to her castle. She can find all the info in the magical tower she is in. Like a point and click adventure/escape room. The game should be full of puzzles the player needs to solve to procure more information for her knight in shiny armor.

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Funny enough, I just finished playing through Paper Mario 64, and you’ve basically described Peach’s chapters. She’s able to pass on messages by way of using another character as a messenger.

The way the game is structured is there’s a mini Peach chapter in between each main chapter, but I think it would have been intriguing if you never actually got to see Mario’s side of the story and only heard about his adventures from the guards, diary entries, etc. Cool idea for a puzzle game!

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