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More specifically im an indie dev who wants to incorporate these themes into my game. Ive been recently impressed by Fromsoftware's Bloodborne. Id beaten the game before beut something about it deeply impressed me. It seems almost alchemical in nature. Esoteric. The themes and the feelings it inspired werent expressly told me through the narrative. They were implicit felt first, then realized. The very themes too are baked into the very mechanics and therefore emergent. Every time you use a vial of blood or a beast pellet to increase your beasthood you interact and live out the themes of the games. Some of the levels are even dreams/nightmares.
So for any of my fellow Jungians and gamers out there I wanted to hear what might be compelling ways to incorporate these themes into the game's systems and mechanics!
I thought id include some of my initial ideas to get the ball rolling:
The first ability is a sort of phase shift. This ability will send you into the "shadow realm" -a dimension layered over the physical where the unconscious or the soul exist. Within this shadow realm illusions are dispersed and other things become tangible. Making for some unique exploration and platforming. I think this well conveys Jung teachings on dreams and how we are not rational beings.
Allegorize the enemy and NPC designs to express their unique manifestations of the shadow. These are never expressly explained and are meant to be interpreted based on context and analysis.
Conversely the same shadow that you see in the enemies can manifest in the player as a debuff or foil. This shadow within yourself must be confronted and integrated. Im not sure how maybe as boss battles or in-game choices. And once bridled can he harnessed as a thematically appropriate ability
Other ideas id like to integrate into mechanics are things like projection (maybe they make enemeis harder), neurosis, collective shadow, etc. But again, I would like the themes to be emergent and self evident.
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