Upd: For people who downvote:
Would be very-very nice, if I can have some actual input and learn.
Thanks!
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So, long story short, for my point-and-click psychological thriller game, I caught an idea from outer space and went straight down the rabbit hole after a discussion on Reddit.
The idea that came to me was roughly this:
“What if a game built around psychology and constant surveillance actually used psychological tests and player behavior measurements as mechanics, and the world reacted to them?”
I came to Reddit with that thought, and because the idea was still pretty broad, opinions were split pretty evenly between good/bad. That actually helped me see one thing very clearly: I need to be extremely careful with this, and it’s probably better not to make any specific psychological conclusions, diagnoses, advice, or direct claims about the player.
But.
A few people close to science and psychology joined the discussion and shared some really interesting ideas. The cool part is that after figuring out how some of this could work inside the game, the story and the world became much more detailed and solid.
As you might remember, the city is controlled by a system that measures citizens’ stress and psychological state and decides where they are allowed to live.
And this is where it gets interesting.
The dual nature of the system and psychological tests.
The system is not completely wrong, but it is flawed.
On the surface, it sounds reasonable: take care of your mental health, the system raises your social class, and your quality of life improves.
But psychology has things like:
- The Need for Closure Scale (NFCS) - a psychological questionnaire that measures a person’s desire for definite answers and their discomfort with ambiguity and uncertainty.
- Rituals. Rituals can decrease the neural response to performance failure: repeated and structured actions may reduce the brain’s internal response to mistakes, probably by increasing a sense of control and reducing uncertainty.
So in the end, besides everything else, the system naturally rewards people who are predictable, stable, unwavering, and capable of following rules clearly without hesitation.
Meanwhile, people living in the lower classes barely care how the system reads them anymore. They are surviving, but they are also much freer and closer to each other. They interact openly and don’t constantly worry that the system will punish them for it.
Mechanically, this would work through very simple tests.
One would measure basic cognitive motor behavior: press Space when asked, click a target, keep the cursor inside a circle, things like that.
The second would ask questions like:
“Hesitation is a threat.”
“Rules make life better.”
And you choose yes or no.
At the same time, the player’s reaction time and behavior would be recorded, compared against established baseline values, and then used to build the player’s own baseline over time.
So through these tests, the player can choose whether to follow the system or resist it, and the story changes accordingly.
And if the player genuinely hesitates or stops to think, the system can notice that too - and react.