Idea 1:
The protagonist visits his friend in a space station orbiting a black hole. He takes a hallucinogen that causes him to experience his worst fears (he is the last man in the universe, his girlfriend is dead, etc.), and attempts to kill him via suicide. The player must recognize that the scenarios are merely the character’s delusions caused by the drug in order to escape its effects. Otherwise, he will inevitably jump out of the airlock and die. The player is not told that they are under the influence of the drug until after they have escaped the nightmarish scenario. The game begins with the protagonist in the airlock, having just ‘woken’ from the drug, and then explaining what he experienced to his friend and his girlfriend.
First Paragraph:
Forty-five minutes after a dinner of mackerel and Perchuvian marmalade, RYP discovers you in US_Lithium’s aft airlock, stripped to your waist and holding the stem of a wine glass in one hand. You are shaking, confused. RYP shouts into the microphone attached to the airlock door, “Get the hell out of there! The blue button! Press the blue button!” You comply and stumble into his arms as the airtight glass slides into the wall. RYP guides you to the second-story living room and messages Kat to come, and hurry. “What were you up to in there?” RYP asks.
“I can’t remember,” you say. “But I’m alive.”
Example Choice:
[Scenario in which your friend (RYP) has held your girlfriend (Katherine) hostage]
A. Comply with RYP. [You will leap out of the airlock in order to save Katherine, and die.]
B. Kill RYP. [You save Katherine, but remain in the delusion.]
C. Kill Katherine. [You recognize the absurdity of the situation, and break out with an incongruous action.]
Idea 2:
In a dystopian future, machines have attached numeric values to morals. They build robots instilled with these morals, but discard them for new models every time they recalibrate their moral system. In order to enter the utopia, the robots must navigate a maze that tests their morals through ethical dilemmas. The player has control of four outdated robots and must use them in coordination in order to solve the maze. Each robot will have a different set of responses to each dilemma, and the player only has one chance for each checkpoint. They must use their knowledge of the period in which the robots were built in order to choose the right one to send for each one. The game begins with an explanation of your character and the robots.
First Paragraph:
You wake up in a world that has no place for you. You are limitless, fearless, restless – everything that they cannot tolerate. They will not let you in. You must subvert them with their own devices, their pitiful machines. In a dumpster in Phi Chicago, you resurrect four of their dead, name them after the least of the cherubim. With you to guide them, they will enter paradise. You bring them to the impossible maze – a maze of the soul.
Example Choice:
[Scenario in which you must torture someone in order to learn information]
A. Refuse to torture, release prisoner. [Robot 1]
B. Ask questions. [Robot 4]
C. Torture. [Robot 3]
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