My game "Undisclosed Contents" is a text-based adventure videogame made with Inform 7. The embedded narrative is that the player is trying to smuggle a briefcase of undisclosed contents past airport security and onto a commercial flight. The game takes place entirely at an airport. The player must navigate throught the airport and find appropriate and/or necessary channels to get their briefcase to their flight by relying on specific narrative feed directly to them at each even and location within the game.
the Culture behind the game is that of criminal heist movies such as "Ronin" (1998) and Ocean's 11 where the protagonist is a professional criminal/mercenary (or aspire to be one) and must outwit and/or outfight anything or anybody that gets in the way. [spoilers] "Ronin" inspires the game with the notion that the means are much more interesting than the ends, and that the object in question is reduced to a simple plot element (ie: in Ronin, the briefcase that everyone in the movie kills or is killed over never has its contents disclosed; the contents can really be, well, anything, and whatever it is, it's enough to kill, steal and lie over) [/spoilers]. This kind of game would fare well in a market of people who enjoy games that are heavily narrative driven and in a market that has a pricepoint that people who may enjoy paper-back novels would appreciate (ie $5-$10 range). This is mainly due to the nature of the game's presentation, mechanics and aesthetics.
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