ESDS Core Mechanic: Depersonalization

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Premise:

As the Player Character completes each floor of the dungeon, his point of view expands to be less personal and more subjected to the wilder world around him.


Modes of Depersonalization:

-Prior to completing Dungeon Floor 1: Player is void of characterization and is trapped to what he perceives with his eyes.

This is portrayed by the player character’s personality being restricted to the options he can say in response to other characters.


-After completing Dungeon Floor 1: Player is descriptively characterized and can now speak freely and give his thoughts on things.


-After completing Dungeon Floor 2: Player can now sync to the perspective of others and perceive things from the 2nd person.


-After completing Dungeon Floor 4: The perspective of the Player is third dimensional, as the happenings of Onett and where else take precedence over the player’s personal affairs.


Lore Symbolism:

This gameplay feature is actually an expansion of the lore founded in Earthbound, in where characters commented on the protagonist’s odd quirk of being unable to speak for himself.

As this game will be the conclusive Magicant adventure, this aforementioned gameplay feature is existentially tied to this expansion of the lore.

There’s also the notion of transcending oneself from the essence of being a psychic, but it’s more or less a perspective than anything power-related. As the only omnipotence, will distinctly attached to the affairs of Happy Magicant.
 

PSIUser658

The PSI Journey Creator and Writer
Staff member
Very intriguing.
It's an interesting way to subvert expectations regarding the trope of a silent protagonist.
 
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