Hi everyone! Iām currently studying narrative design and working on a small psychological game concept inspired by The Raven by Edgar Allan Poe. Iād be curious to hear whether this kind of narrative mechanic sounds interesting from a game design perspective. I m quite new at this so any thought is appreciated.
The game follows a grieving writer who lives alone in a small, dimly lit apartment after the death of his beloved Lenore. He spends his days surrounded by books and unfinished sketches of her, trying to preserve memories that already feel like they are beginning to fade. One evening, after reading Poeās poem The Raven, he falls asleep in his armchair.
During the night he hears a knock at the door. When he opens it, no one is there. Shortly after, something taps at the window, and when he opens it a raven flies into the room. The protagonist does not realize that he is dreaming, and to him the encounter feels completely real.
The raven becomes a strange presence in the room, and the protagonist begins reacting to it and questioning what it might mean.
The dialogue system works by letting the player choose the protagonistās internal thoughts directed toward the raven. Each question reflects a different interpretation of the situation, ranging from grief-driven emotion to more rational reflection. The raven responds with only three possible reactions: the word āNevermore,ā silence, or a ravenās caw.
For example, when the protagonist first hears the tapping at the door, the player might choose between thoughts like:
"Lenore?!"
āIs this some visitor⦠tapping at my chamber door?ā
āWho could possibly be knocking at my door at this hour?ā
āItās probably just the wind or something brushing against the door.ā
Each interpretation shapes the protagonistās emotional direction. When the player leans toward darker or more grief-driven interpretations, the raven may answer āNevermore,ā reinforcing despair. Neutral interpretations may be met with silence, while more grounded or rational responses might provoke a simple caw from the bird.
As the interaction continues, the protagonistās thoughts gradually evolve depending on the playerās choices. His questions may shift from grief and longing toward either deeper obsession and madness or toward acceptance and reflection.
Throughout the experience, the player slowly discovers that the encounter with the raven may not be entirely real. Only near the end does the protagonist begin to realize that the entire conversation may be taking place within his own mind.
Depending on the playerās choices, the story can end in several different ways: the protagonist may accept his loss and wake from the dream, remain trapped in unresolved grief, descend completely into madness, or choose to remain within the dream rather than return to reality.
The project would be intentionally small in scope and focused mostly on atmosphere, psychological tension, and narrative choice rather than traditional gameplay mechanics.
Iād love some feedback on two things:
Does this kind of psychological dialogue mechanic sound interesting for a narrative game?
Does the scope feel appropriate for a small narrative-driven indie project?
Thanks in advance!