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tjoink

Why my character takes drugs.. ideas welcomed.

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Hi all, new here. I am developing a game based on the book and movie "Fear and loathing in Las Vegas". The story is basically about substance abuse, and so is just one big psychedelic trip. In my game, a FP driving game, the player has to be under constant influence of a drug, or combination of drugs, of choice. Each drug has it's own effects, presenting obstacles, but also leveling out the effect of another drug. I have all kinds of halucinations and image altering effects and the like, got some nice ideas from this forum, too.. Great! Now my question; I want to have a penalty for NOT being under influence of drugs, since then it would just be a driving game.. I didn't give this any thought up to now, I just thought the car would stop, or something like that. But then I came to realize that storywise it would be nice to have "reality" (when not using drugs) even worse than all the bad trips drugs produce.. explaining a bit why the character needs drugs. I once wrote a game also involving drugs, I then had the score count down, really bad music playing.. but I would like to have a more visual or gameplay aspect, that motivates the player to take drugs.. Any ideas?

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Maybe when the main character's not on all that mesculine, he can't drive properly coz he's hung over from the drugs? So the driving is harder to control, with sudden jerks and reckless manouvres. After too much of this, the police start chasing you and if they catch ya, your buggered.

EDIT: Fear and Loathing's a fooking excellent film by the way!

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Life and all it's trouble get back, he get lots of sad flashback about it ex-girl/boy friend ! Violent thing he endurer during is youth, well, bad thing that have made him a junkie!

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I definatly think having a hangover style penalty would be a good idea. The guy has so hard that if he doesn't keep pumping himself hes going to crash real hard. So when hes not on drugs he starts driving really slow untill he gets someting to get him going again. Makes sense to me *shrug*

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Well, Dr. Gonzo didn't take drugs to stay awake, or because his car would stop if he didn't. He didn't show any signs of addiction to any particular drug, though he took certain drugs to counter the "crash" of earlier drugs. So the suggestion of game-play penalties seems a bit forced.

I suggest: make it so that without drugs, the game is really really boring. Cars take forever to get where they're going, people just walk in straight lines and don't do anything, traffic lights last way too long and there are always cars in front of you so you can't run them, your car's handling gets somewhat more conservative. Nothing to significantly change the rules, but enough that it would suck to not be under the influence of any drugs.

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I agree with the after-effect idea.

Drugs that make people feel more energetic deplete the body's resources and afterwards the person can be very tired, as well as depressed - this could be put into the game my the player simply falling asleep (black view and no input, with the player waking up when he crashes into something).

Perhaps the punishment the player receives should be based upon which drugs they have been using recently, leading to a number of possibilities.

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Quote:
Original post by Sneftel
So the suggestion of game-play penalties seems a bit forced.

I suggest: make it so that without drugs, the game is really really boring. Cars take forever to get where they're going, people just walk in straight lines and don't do anything, traffic lights last way too long and there are always cars in front of you so you can't run them, your car's handling gets somewhat more conservative. Nothing to significantly change the rules, but enough that it would suck to not be under the influence of any drugs.


I´d go with that one. Just slow the game down the more sober he gets, let all the colors bleed out and switch the music...

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Guest Anonymous Poster
Need to re-register, but wanted to post on this puppy before I lose it. (I love design of the game... dang if I know how to code or are good for anything else)

Here goes an idea why your character NEEDS to be on drugs. The car he is driving is not even really moving, when he sobers up he comes to the realization of it all and ends up Game Over in his broke down dream car in his Garage.

How the drugs he is grabbing in a hallucination affect him is beyond me... but from past experiences I will not talk about the ability of doing stuff in a hallucination has the effect of getting you somewhere ytou never would have ended up before. (The last time I start taking warp pads during a trip I ended up in Mexico... and not the good parts of Mexico either 0.o )

Just my 2 cents.. decent idea, but that is the best I could come with on why he needs to stay on the drugs.

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Great ideas, thanx all! I was thinking of boredom myself, things slow down, nothing happens, grayscale is nice. I also like the "hang over", however I think its bad to alter the controls to achieve that, you'll allways feel cheated.. how to do that properly? Then when the game is finally over, I like the realization it was all just a halucination!

Again, thanx for the input, really helps me!

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Common sense.

If the character is not high, he gets his common sense back, so when the player tries to drive fast he can't (that wouldn't be prudent), and stuff like that. His personality stops him from doing the crazy things he needs to do in order to score high points and advance in the game.

Then you can "reward" the drug use in the game without sending a bad message.

shmoove

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Yeah, make it really boring and cut any music that was playing. Grayscale sounds good too.

This sounds like an awesome idea for a game, hope you implement it well because it would be something I'd love to play.

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of course the character also just simple "believed in" doing drugs ... in the same way that other peopel believe in going to work on time, getting good grades, or going to church ...

so it's not purely an "addiction" kinda thing, as it is a habit / pattern / disposision kinda thing in many cases (like why people drink when they go to a bar - even if they don't at other times).

the idea of making the normal world super boring is really cool ... but another possibility is just making the normal world TOTALLY normal ... make the car accelerate slow like a real (standard) car ... make driving off the road cause bad accidents and mortal injury ... make getting arrested cause you to be harassed, put in the back of a police car, and taken to the drunk tank to sit for 4 hours (now anyone who thinks being in a totally normal first person shooter simulation of a standard jail drunk tank isn't boring, has never been there) ... and of course let the restart "fresh" (as in freshly drugged in a random location) whenver they get bored of the game ...

so like a real drug user in many cases, they just get a "hit" cause they'd rather be doing that than what they would otherwise be doing.

And in "drug mode" you of coruse have all sorts of fun / weird stuff. I'm sure you've already thought of strange controls, wierd perceptions, time distortion, etc ...

and you can be lienient on the drug version for things like wrecks and cops ... like in the drug version, many wrecks just leave you dazed walking around the side of a road, (the game blacks, comes back, and your character is a mile down the road from where his car was wrecked - or he's in the nearby bushed playing with a dog, or in an ally pissing) ...

and getting arrested can be fun, cause it can just fly through the whole process with cool music, psycadelic effects, and funny voices talking to you ...

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What I would do would be to have the driver actually fall asleep or keep looking away from the road when they're not on drugs.

Or you get crap scores for driving sober. The more wasted you are, the higher your score multiplier, but you have to be careful how much you do so that you don't go comatose. At that point it's a careful balance between how high you can get and how well you can drive.

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