“Share a Coke” Game Concept

Pitch

The player starts at a vending machine full of Coca-Cola products. Some cheesy marketing dialogue "ah, time to enjoy a tasty beverage" etc and the player chooses a CocaCola product. On the side of the product, carefully rendered accurately is "Share a Coke with $name" and the character says "bet!" And goes into the environment to find the NPC with the name on the side of the can.

Figure a large number of NPCs (100-200) with unique outfits and features (“Guess Who”-game style). Each drinking a Coke product. You can walk up to each one and start a conversation with a couple of "get to know you" and BS but most importantly a clue about the $name NPC appearance, personality, and location. These notes fill in a notebook screen. Some clues will be duplicates. Once the notebook is full an option to "find" shows up, that makes a GPS path and the $name NPC glows for easy finding.

Once you find $name NPC there's a more robust relationship dialogue tree that has good and bad endings. I figure the navigation section is isometric like Sims or Diablo. When you press the dialogue button, a dating game interface headshot over a dialogue tree options.

The personality clues will let someone get through the dating/conversation trees best outcomes. If they found the $name NPC with few or no personality answers, the dialogue will be harder as the conversation will have harder outs.

Afterwards you can restart and get a new name and a new game. Figure ~200 total names. Locations and appearance are randomized, personality traits carry over so that of you talk to NPC A looking for NPC B and then get NPC a later, you get the deeper dialogue tree, but with the same starting point. Name randomizer draws from a pool. Once you draw a name you won't get that name until the whole NPC pool has been drawn.

NPC Notes

Each NPC has a fixed name and face/skin tone/apparent gender. They have a specific "personality" that informs their dialog trees (short and long). Clothing is randomized (semi randomized?)

List of NPC Traits:

Clothes (randomized each game)

Clothes will be a list that contains clothes the player can user in the Character Creator section, and what the NPCs are randomized into. There will be 10 colors (ROYGBIV+black, White, Tan). Hair is RGB+Blond, Brown, Black. Facial features are "flesh tones"

Personality:

There will be an arrangement of personality traits that are consistent to the NPC across games. When the NPC is not the $Name NPC, players will be able to interact with their personality traits in a limited way. When they are the $Named NPC each trait is a clue to find the $Named NPC and a hint for the dialog tree when they are found.

Location (randomizes every game)

These always unlock in order from Wide to Narrow

Regions




Site Navigation