This is a two player game primarily about emotional manipulation and enactment, where conflicts are fought with emotions and communication. A player will initiate a conversation by saying inflammatory or emotionally provocative things which will influence how the other player can respond. The end result of this introductory dialogue determines how combat will play out between you and the enemy via a change of the players emotions. For example anger will limit their effective responses to rage, forcing them to lash out at their opponent. Sadness might lead to the player continuing a dialogue where they try to induce pity and remorse into the opponent to prevent them from causing them further harm. Happiness might lead players to be content with themselves, allowing them to have more control over their decisions, maybe allowing them to leave the conflict entirely. A players ability to enact the emotions they are presented with should determine their effectiveness, as should a players response to these emotional displays. The conflict is won when a player can show complete indifference to their opponent whilst exploiting their vulnerabilities.
The game would rely on motion controls as a varying majority of human communication is made via body language such as our articulation, followed by our tone of voice and our words. How a person carries their presence should as a result be visible when they communicate their emotions for the sake of detail and accuracy, and above all else immersion.
Features:
- A game where outcomes are determined by performances
- Players success is determined by their ability to emotionally effect one another through their acting
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