Daily Design: Day 212
Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on randomly generated words. Today, they are;
Mortal, Fossil and Sympathy.
As such, the game I’ve designed today is…
Life Time is a singleplayer detective game. The story is about a man who has woken up in the distant future, only to discover that every other human being is now immortal. The mystery is about how the protagonist arrived in the future, and the origins of humanity’s immortality.
Think of it as Shenmue meets Deus Ex meets Planescape: Torment. The player is free to roam the city and pursue leads in any order, though they’re always bound by their mortality. To be clear – while humanity is “immortal”, that’s only in the sense that they don’t age or get sick. They’re very much murderable, and they’ve also all become infertile.
The player needs to eat to survive, which means they need an income. To do this, the protagonist sets up a private detective agency, though it’s up to the player which (and how many) cases they accept. Some cases may be related to the core mystery, whereas others are just there to tell an interesting story and earn the player some money.
Combat is visceral and brutal, as well as being almost exclusively one-on-one and hand-to-hand. Players use the D-Pad to block and the face buttons to fight – each button corresponds to a direction. The pad is for blocking and the buttons are for attacking; so, if a hit is coming from the right, the right D-Pad button is used to block it. There are also context-sensitive takedowns based on the environment, such as hitting them into a mirror or (the classic) smashing their face into a ceramic toilet.
The bulk of player decision making comes down to figuring out where to go in the city. There’s also a kind of “Detective Vision”, which is closer to the one in The Witcher 3 than in the Arkham series. Clues are highlighted for players to discover, though some exploration is required to find them all, and smarts are needed to make sense of them anyway.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.