Game Plot

The plot of my game is simple.

The theme is climate change.

I liked the idea of ‘quiz rooms’ that can only be unlocked by answering the previous. Using textadventures, I like that you can make it so it seems your character is standing in a physical room, so I decided these quiz rooms will be themed. Each room representing a contrasting climate with two questions inside relating to each. It’s said at the start that the quiz taker is needed to help save the world by playing this game and learning facts. The scenario might make it more interesting for the user playing.

Before you can start the game, you need to unlock the first room. In order to unlock it, you must find a torch then find a key from the storage room – as if you’re preparing for your journey through these climates.

You enter into the first arctic room through the key in the direction of north. In north you answer a question. Getting it right gives you a key. The key unlocks questions two. Question two’s key unlocks the next room. The first room is simple with more quiz than game elements because it’s the first room. I wanted the first room to be easy to let the user get used to the questions.

Room two brings in puzzle elements. It has a guard inside, but seemingly no question box. The guard asks you to bring proof of identity because *insert facts here about the desert*. You have to go back to the storage room to find the certificate to show the guard. Once you do that, you unlock the first question. The key unlocks the second, second unlocks the next room. Questions get increasingly harder and incorporate multiple little facts that are comprehensible for thew target audience of this quiz/game.

The second room I’d like to incorporate a harder final puzzle to unlock the question box that leads to a winners screen. This room is the ocean room. The winners screen could be a summary of what the player has learned and what they went through to get there. Exaggerated and child-friendly.

In Summary:

The plot is about a main character (you) who is given the task of saving the world by gaining knowledge and facts. At the end, you’ll be told how you can use the knowledge you have gained through the game in real life to stop real-life climate change.

CHARACTER/GAME STORY IDEA 2

TWO

Set in alternative history, Korea, during the Joseon dynasty. The main character is a kisaeng (Korean Geisha) living as a servant owned by the peony house to serve the nobles and entertain the king. The plot of this game should revolve around this Kisaeng as the MC, navigating through the corrupted palace and interacting with characters plotting for the good and bad of Joseon. Our MC should be a key figure in a plot to assassinate the king (under commands from the Minister of Justice), via poisoned persimmons. The MC successfully assassinates the king and the boy prince steps up to the throne where the minister of justice can easily influence decisions through the boy king. The Kisaeng returns to the peony house but is called up by the king’s guard due to suspicion of her roles played in the murder (the Minister of Justice breaking her promised safety). She’s then sentenced to execution where then rescued by a Sungkyunkwan scholar – a teacher of the boy prince – but not for free. The scholar is son of the Minister of Rites, who’s looking to protect the dynasty and detect moles in the palace (also for semi-personal gain, but not nearly as evil as the other minister).

As the game progresses into main gameplay (past the narrative which would convey all information before), the Scholar would become the Side-Kick/guardian, the Minister of Rites would become a Helper, and the Kisaeng, an anti-hero turned hero protagonist. The character of the Minister of Justice would then become the villain/antagonist.