I just finished reading The People of Paper by Salvador Plascencia, and it gave me a pretty unusual (but hopefully interesting) idea for a short, independent game.
Initially charting the picaresque adventures of a bed-wetting father and his lime addicted daughter as they make a new life together, The People of Paper takes a sharp narrative turn about a quarter through the book. Tired of being forced into absurd, depressing situations for the entertainment of the reader, the characters literally revolt against the author who has created them. In order to dissuade the author from writing about their thoughts, the characters force themselves to think of meaningless gibberish; attempting to grant themselves some sort of privacy from the prying eyes of the reader, the characters cover passages -- and sometimes, entire pages -- in black bars. The protagonists refuse to continue the story as it is written, and the rest of the novel chronicles the characters' war against the author, Salvador Plascencia.
After finishing the novel and coincidentally watching Duck Amuck, the greatest Warner Bros cartooon ever made (posted above), I thought it might be fun to play a meta-videogame where the player and the game's protagonist constantly fought one another.
Games like BioShock or Portal thematically focus on slavery versus freedom; the player is encouraged to break free of their controlling overlords (GladDOS in Portal, you-know-who in BioShock) and gain their own freedom. That's all well and good, but what about a game from the other perspective? What about turning the player into the omnipotent, dictatorial overlord and forcing them to keep the game's characters under control? It is, after all, the position we're in every single game we play. We always pretend to be the person we're controlling, but what if the person we're controlling doesn't agree with what we want them to do?
I have little beyond a vague inkling as to what this sort of game would entail, to be perfectly honest. First-person perspective is out: it'd be either an RTS, a third person shooter, or, ideally, an adventure game.
I imagine cursor fights: you click somewhere you want the character to go, but he refuses, or evades your own cursor as you try to click on him. Sort of like Cursor Thief in reverse.
The point of the game would have to revolve solely around controlling the protagonist, obviously; otherwise, the player's fussing about with the hero would seem like an irritating distraction rather than an odd, potentially interesting bit of gameplay in and of itself. Such a game would have to be independently made and short as hell (the joke would only be funny for so long), but I'd still be really interested to see some sort of videogame along the lines of People of Paper or Duck Amuck. And no, the DS Duck Amuck game doesn't count.
I dunno -- can you think of any specific gameplay conceits centered around the idea of the player fighting with his protagonist?
Oh snap!
Great idea. I'm sure Lionhead Studios would be happy to take a crack at it.
Err... Have you played Duck Amuck for the DS??
Even then, the joy of the game would be in the variety of ways to be subvert the character; the psychology would be intense, and nobody likes to program psychology. Well, a few do, but they live in basements and eat detritus.
Although not exactly as above, Pac-Man 2: The New Adventures for SNES and Genesis have a very similar set up where you do not dirrectly control or manipulate Pac Man as you lead him through several scenarios (such as getting milk for Baby Pac or getting a flower from a nearby mountain). Pac Man moved about of his own vocation and your input is limited to pointing his attention in one of four directions, or using a sling-shot to fire at objects on screen.
While you are supposed to help Pac Man navigate the screens to avoid certain death, you have ample oppertunity to mess with him as well (like repeatedly shooting revolving doors he's trapped in). You can get him angry to the point where he will ignore most if not all instructions you give him.
I'd say it's worth a play, but the game itself is prey to usual Adventure game curse where some solutions may be obtuse and there isn't much replay value outside of out-right messing with Pac Man. Some puzzles can also be difficult considering again your input over Pacman isn't direct and it makes some tasks much more difficult than they should be (Not to say anything of the Hang Gliding and obligtory Mine Cart stages).