Cereal Killer Part 3 – The Darkside

Good Evening,

To start, sorry for the gap between this blog and the last one. Life has a habit of getting in the way of things?
Now to the grizzly business of the dark side of the killer game. This is definitely the bit that piqued my interest when I first thought about this as a game idea. Due to trying to balance the power fantasy and reinforcing to the player that this is a bad thing to be doing – killing people as a serial killer shouldn’t be all cupcakes and sweetmeats. I’m not even sure this needs to be a “fun” game.
I think that the player should most definitely feel uncomfortable during this part of the game again this should reinforce that this is a bad thing. So no ratings no scoring, just the kill and the compulsion meter drops. I think there we have our overall goal for the game which is to remain hidden for as long as possible. You will get caught but you can do things to stop this in both the light and the dark; we can explore that later though.
So how does this whole thing work?

So I had the idea of using business cards (again like the show) to pick targets. You acquire business cards through the light side of the game, when you take them into dark side you can perform actions on the cards.

  1. Research
  2. Recon
  3. Hunt

One action takes a portion of the day. The Research provides locations that the target visits regularly, Recon provides details about the location:

  • Other people at the location
  • Guns at the location
  • Hazards.
  • police response time.
  • The average time the target spends at the location.
  • Regularity the target will go to this area
  • Route taken to the location

The recon stage sees your character in a 3D environment exploring it to uncover information about the targets movements around the location. This needs a time limit so that you can get here with gaps in your knowledge.

You can also use the recon stage to rig traps and remove things that the target could use against you – but these will time out after a certain number of in-game days.

Being spotted or caught doing something suspicious will make attempting a hunt at this location more difficult – cops or more guards or dogs something that means you have to be even more careful…. or potentially more people to murder?

You might even turn up when the target is at the location and you can choose to pounce there and then but shockingly unprepared.

Now the hunt is very similar to the recon event, however, the end goal is to kill your target using your killers distinct MO.  You have to complete the ritual in order to reduce the compulsion meter. Take your trophies and get the hell out of dodge before anyone discovers you.

I think the point here is that you need to PREPARE in order to not mess up completely.

So as for controls and look I’m heavily into this:

Shadow Tactics Blades of the Shogun

Fixed camera and view so you limit what and who they can see at any one time. You would know the lay of the land and where people normally are and their routines, meaning people could pop out at you and you need to act fast.

It would be fun to include some forensic countermeasures into the plate spinning, the condom suit Hannibal wears should be unlockable. There’s a lot of interesting stuff about the evolution of a serial killer that could be represented in a simple XP system.

I’ve written this over the course of a few weeks using snatched moments so I have no idea how coherent it is or even if you get a sense of what I’m talking about. I also know that lots of things need fleshing out buuuuuut that would require more words. It turned in to a bit of a quick dump at the end there sorry about the smell. Could you feel me rushing? Ye that’s how you should feel as a serial killer, you aren’t Hannibal.



Cereal Killers Part 1 – Setup and Dilema

Greetings and salutations,

I’ve been toying with the idea of writing this post for a couple of days and I’ve had a whiskey (maybe plus one whiskey) so thought I’d see how it goes.

I was watching Hanible and the thought “How could I make this a game?” occurred to me. So as I watched I tried to think of how it would play out and the feelings I’d want to convey as I played it (I can only speak from my own point of view on this) I’ll also be breaking this down as I go.

The things that stand out for me with Hanible as a character are:

  • His power complex, comparison with God.
  • The manipulation of other characters.
  • Extensive planning and ability to execute said plans.
  • His house is his castle

The main thing I would like to feel from these points is the superiority part. As this character, I’m better than the “cattle” of the game’s world as they would be to a Hanible type character. Not strictly a power trip but a definite I’m cleverer than you feeling.

The only actual mechanic I wrote down while watching was “Compulsion Meter”, under a doodle of a rock (IMAGINATION). The compulsion meter would play a part in driving the planning aspect of the game. Your Compulsion to kill grows and grows till you burst killing the nearest person to you at its peak. If you don’t plan to release the pressure at the right time you could be caught. This could also be a problem in that if you leave it too long your next kill is sloppy after going so long without the release (a bit sexy this murdering isn’t it) and mess up the kill or some other detrimental effects. Or you kill so often that you just get caught through lack of planning or being covered in blood all the time.

So if you made it through that last paragraph two things

  1. Bloody well done I doubt I’ll ever read that again.
  2. This brings me to the dilemma

All this talk of serial killers is all well and good but at the heart of this game there’s a serial murderer essentially and I want to put you in the middle of it. I believe in games as art and I think there might be something to this but I can’t help but think it might be very difficult to convey the feeling of being a serial killer, like Hanible, whilst simultaneously reinforcing that this is a bad thing.

Hanible is a psychopath and good at it. You would be killing people in an intimate way (all be it detached, ) and deceiving everyone around you. Although like with Will Graham the player could recruit people as an option.

Anyway, my point is should this be an idea I pursue? The player needs to feel powerful and clever but as a normal person should maybe feel uncomfortable at the same time. I’ll add some mechanics in the next blog post and throw it open to those that might be listening.

Thanks and goodnight