/~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~\ Title: Looping Stories in Games Date: October 8, 2026 |~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~| One of the ideas I've had for a game involves something that isn't meant to be extremely obvious. The game has multiple "storylines", with alternate timelines for each one that are made possible by knoweldge of what happens in those stories. In short, multiple playthroughs allow for a the player to use their knowledge to shift things in a different direction, or unlock sidequests that wouldn't normally be available because they wouldn't know what's going on in another part of the world until it already happens. A good example would be this: > In Playthrough One, the player progresses through the > story in a normal manner, learning about characters and > the world around them. However, clues--both subtle and > not-so-subtle--are laid about things happening elsewhere. > A social media or blog post talking about someone leaving > a photographer high and dry on a time-sensitive modelling > gig, or knowledge that someone is planning to ambush a > friend and knock them out of commission for part of the > story. > In Playthrough Two, the player knows these things are > going to happen, but they also are made aware that they > can go to other locations without doing anything to ruin > their main story. They go to the photographer and take up > the modelling gig themselves to help out, or ambush the > would-be attacker while they're hiding in wait. This > results in a different scene playing out, and even much > larger consequences further on in the timeline of the > story, such as new sidequests and different options for > story progression. Here's the concept in full, at least as far as I can put it without giving too many details: You play as a being living just outside a city. This city houses an interesting selection of human and non-human beings that have their own unique subculture, and often come together for each other. The "gameplay loop" takes place across 30 days (1 month), and each day is split into four sections: Morning, Afternoon, Evening, and Night. The game suggests that the various storylines all happen in the same month along different timelines, but things always seem too different. Despite being the same month, different stories are in different seasons. One might be in winter during a gift-giving holiday, while another might be in spring during a hedoism festival. Time doesn't exactly flow as expected within their storyline bubbles, yet it feels like there's something more at play the entire time. Pieces are left to the puzzle throughout the various stories, but they're scattered across all of the different timelines in a way that they don't seem like they fit in any of them. At least, not at first. The player character has a device that keeps notes for them, such as contact information and just general info for the players themselves to read. However, those notes also hold onto info from across timelines, and reveal some of the clues necessary to find out the truth behind why the time loop seems so wonky. In particular, `passwords` show up, and the device has an app that accepts the passwords when typed in. Using one unlocks something from another timeline for use in the one you're in, even if it wouldn't show up until later, if at all. For example, a membership card for a club that shows up in one timeline is suddenly in another timeline where the player normally wouldn't go there at all. The stories themselves are /complete/ stories, but the real point of the game is to solve that underlying question of "What's really going on here?" |~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~| Mind you, looping timelines and figuring out why they're looping isn't new. But I don't see games or stories where the player plays through actual stories, knowing that there is something else beneath the temporal shenanigans, while having to figure out the truth *and* handle the stories themselves in the process. It's meant to be one hell of a mental trip, but also a mystery within a mystery within a mystery. Not sparing any expense on the stories themselves, while also keeping a deeper narrative going cohesively, and making sure the real continuity of the stories stays stable, is a huge challenge for any writer who doesn't keep *extremely* detailed notes. But the player would need notes as well, which is where the idea comes from The idea that interactive ficiton, especially older text adventure games, required you to keep notes always drew me in, and I've been wanting to recapture that in a way that just *sends it* to the stratosphere. Something extreme, but not so extreme that it isn't fun or enjoyable for the one behind the keyboard. Maybe I'm biting off more than I can take, but it's been fun just starting on trying to pull all of these concepts together, even if it's *just* a concept. Still wanna try and make it in Inform7, though. Who knows... Might be one of my more enjoyable projects for myself. \~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~/