Zombra
An iron rock in the river of blood and evil
A fully episodic, procedural holodeck-style VR simulation RPG, with each episode possibly taking place in a different historical or fictional environment, with different protagonists. Content would be generated from the full spectrum of all human history and fiction, with player feedback influencing the frequency of each setting (i.e. if senate hearing scenarios bored the player or he found crime stories distasteful, they would appear less often). Each episode would have a specific objective, e.g. solve the murder or kill the dragon, with discrete success/fail states. No reloading or restarting; once an episode is failed it is lost forever. The player could reject a scenario within the first 10 minutes and it would be considered incomplete and not count against his record.
Based on player performance, the system would automatically adjust the difficulty of each new episode (yes, "level scale") to keep scenario success rate at about 60-70%. Difficulty would increase in part by requiring the player to learn actual skills, e.g. the first episode might allow the player to touch a door and say "pick lock"; the second would require him to use a lockpick and wiggle it around; the third might require him to actually pick the lock. Tutorials would be seamlessly integrated into gameplay and also available in a separate menu.
Successful completion of an episode would trigger an 80% chance of a positive full immersion VR sex scene (again procedurally generated based on player feedback) in the context of the following episode as a reward, to keep the player trying his best against the difficulty scaler. A failed but still completed scenario would still grant a 20% chance of a reward scene in the following episode. Abandoning a scenario entirely (or "throwing" it) after the first 10 minutes would mean no reward scene in the next one.
Based on player performance, the system would automatically adjust the difficulty of each new episode (yes, "level scale") to keep scenario success rate at about 60-70%. Difficulty would increase in part by requiring the player to learn actual skills, e.g. the first episode might allow the player to touch a door and say "pick lock"; the second would require him to use a lockpick and wiggle it around; the third might require him to actually pick the lock. Tutorials would be seamlessly integrated into gameplay and also available in a separate menu.
Successful completion of an episode would trigger an 80% chance of a positive full immersion VR sex scene (again procedurally generated based on player feedback) in the context of the following episode as a reward, to keep the player trying his best against the difficulty scaler. A failed but still completed scenario would still grant a 20% chance of a reward scene in the following episode. Abandoning a scenario entirely (or "throwing" it) after the first 10 minutes would mean no reward scene in the next one.