I was jotting down ideas of where to take Exoculo[working title] and was thinking how the game actually lacked gameplay, so naturally I was thinking how can I make it more gamey? I then started thinking about Bioshock infinite and how while I love the game, its actual game like qualities made the overall package suffer, nothing pulls you out of the moment like searching a bin for cigarettes and apples(depending on the game of course). I then started thinking about what the vest actually provided me and what is unachievable without the vest. For me it was all about the experience, the vest provides the opportunity to really give the player a sense of belonging in the game world, a sense of realism and vulnerability.
Unfortunately tech like this is normally is usually placed in unimaginative horror games built purely on jump scares. When thinking of a situation that the vest would truly enhance and bring to life my mind let me to think of 127 Hours. I won't spoil anything in the movie, but I thought about how managed to evoke incredibly agonising feelings and wanted to capture similar emotions.
The lack of sight and knowledge of physical feedback put the player in an unusual situation, I wish to exploit this by creating an atmospheric game that plays on this. To clarify this is not a horror game, but an attempt at created situations that provide heavier weighted situations for the player to interact.
***SPOILERS (from 127 Hours)***
Inspired by the film I will create a demo in which the player must remove their arm in the game, I will be using the feedback from the vest, the vibration from an Xbox 360 controller combined with sound effects and voice acting to create a demo that hopefully works as a proof of concept piece. I will also include a segment where the player has control of their locomotive movement to demonstrate the deeper immersion in other situations.