Professional Documents
Culture Documents
by sleepingirl
The Goals
- Pacing
- Ambiguity
- Ericksonian Principles
The Script
"But it's not exactly clear what kind of game it's actually going
to be -- {pause}there's like, porn games, more story-oriented
games..."
"The description was clear about, well... What it's supposed to
do."
My Name: _____
This is the first time that the game describes what the player will
do, and then the player does it. I want the player to get used to
the feeling that the game is directing their experience. I do this
subtly at first with something simple, and it further paces the
player because I keep describing things that are happening. I
also thought a lot about whether I wanted to use “me/my” or
“you/yours” for these types of interactions, and ultimately decided
that the first person pronoun gave it a more personal feel.
Me: "No graphics yet... {pause}I guess this is sort of like a test
run or something."
"...{pause}Right?"
"Well, it's definitely taking its time. At this point you're probably
a minute or two in -- {pause}you feel sort of curious?"
"You think about how that's a little weird -- {pause}it's not like
you have control over getting enthralled again, {pause}like, you
can't exactly make it happen."
"So it's not something you think about too much. {pause}It's
almost something you take just as a given. Everyone gets sucked
into media."
“This is a given, and so you don’t really have to think about it --
but it’s OK if you do.”
"And it's kind of cool when you get that feeling of being rushed
back into your body again, too. {pause}It's like, 'whoosh,' like
zooming out, {pause}or zooming in and getting thrown back into
yourself."
Letting the subject know that BOTH shifts are useful here --
they’re not failing if they remember their body; they’re doing
something that is part of trance.
Having the player “think” along with this actually serves to break
them out of the immersion a little bit because of the surprise, so I
commit to that for the moment, invoking the anchor that we just
set exactly for this. I don’t want to go against the player’s natural
process/response. I want to go with it.
"...you notice that just clicking and reading has gotten easier."
"But now that you are paying attention, it really does somehow
just feel more simple and flowing."
NOW I’m saying that they’re paying enough attention, and as a
result of that, I’m making a suggestion about how their quality of
experiencing it changes. When someone shifts perspective, the
quality of their experience will naturally change -- I’m just making
a suggestion about what it feels like.
"But when you're in the middle of it, you don't have to make
those impulses. Like you sort of just get into a pattern."
"It always feels really good when you know that you don't have
to exert effort for something."
I actually interrupt this process so that they can’t linger on it. I’m
fractionating them -- I let them get to the point where the feeling
was beginning to change, and pulled them out of it. That first shift
is often very subtle, so subtle that it can be hard to discern -- I
don’t want the player sitting on the question, “Is something
different?” quite yet. I’d rather emphasize the change through
contrast -- thus, I pull them out, and will push them back in
(fractionation).
I’m separating the player from these supposed people who have
difficulty with awareness and hypnosis. I’m also finally saying the
word “hypnosis.” “Lazy” is also a great descriptor for not having
to put effort into something -- it’s not “lack of effort” (it can be hard
to feel the “lack” of something), it’s laziness, which has the
connotation of sort of being decadent.
"It's subtle, but now that you're paying attention to it, they have
a similar fluid quality to them as reading."
menu: "Yes"
"Oh, an interaction!"
"'Whoosh.'"
"The game asking for your input distracted you for a moment
about actually answering the question."
This is the first time the player will need to interact with the script,
and I want to acknowledge that that may be a surprise, so I ratify
it instead of going against it and use the ‘whoosh’ anchor to
fractionate them. I’m setting up “yes” to be an anchor, which is
obvious for most experienced subjects.
"You were thinking about your easy thoughts, and your easy
reading."
menu: "Yes":
"Yes..."
“Let’s go through that process again, except this time you know
what to expect.” I’m talking about what they just did, because it
causes the player to do the same thing in a different context --
they have to follow what they did before, so they don’t
necessarily have a choice. To some degree, I am reframing their
past actions.
"There are reasons that are really personal to you that fuel
that."
This was one of the first ideas I had for the game -- doing
something with the narration that involved narrating a part of
someone. You can do this in live hypnosis too -- it’s effective
especially because when you contextualize that it’s a “part,” that
implies that the person doesn’t really have control over how it
acts or thinks. It feels independent, and therefore automatic or
unconscious.
menu: "Yes"
"Yes..."
I’m reinforcing the yes response more, and looking to make the
feeling of “answering yes” be automatic.
"Like that part can't stop imagining what it feels like to say
{pause}'yes, I want to be hypnotized.'"
menu: "Yes":
"That part of you is caring less and less about what the
question actually is."
"Actually, it feels like that part just cares about the idea of
'hypnotized.'"
"Maybe that's the part of you that feels all of your personal
history feeding its feelings about hypnosis."
"You notice your reading, and it feels like thinking about deep
trance."
"You notice your thinking, and it feels like thinking about deep
trance."
"Notice how you get such a similar wash of 'yes' from that."
"Like all of your own feelings about control and hypnosis are
taking you over."
Me: "Hypnosis..."
This is a little dissociative -- I’m not saying “Think about
hypnosis,” I’m telling the player to imagine themselves doing it,
and reinforcing it by narrating their thoughts.
"In fact, you're finding your own thoughts getting wiped out,
little by little."
I’m defining the scope of the part in a way that is useful to me,
and something that will help me in a moment -- this is the first
time I’m really saying any part of the player is hypnotized.
It’s easy to imagine that there are parts of us that are the “expert”
at something, and I think hypnotizing the player by using the part
of them that’s an “expert” at being hypnotized is quite fun.
"You can notice now that it's taking over your other processes,
too."
"You can feel that 'yes' pleasure just flooding all through you."
"Controlling you."
"Reading automatically."
menu: "Yes":
menu: "Yes":
More overt language about how the player doesn’t have to exert
any effort to go deeper into trance -- and adding a sexy flare with
it by saying that they CAN’T do anything about it. Saying that
something is a loop in someone’s head -- especially without
really specifying exactly what the loop does -- is a fun way to
make stuff feel automatic.
Haven’t really talked about the pauses yet -- they serve to add
emphasis and expectation, especially for something that’s
supposed to give a big feeling.
Yes: "Yes..."
menu: "Yes":
"There it goes, feeling itself fuzz and give in more."
"A game that's been controlling you from the very beginning."
I felt like pointing this out is a big perspective shift, because when
we’re reading, we’re not often thinking, “I’m looking at a page in a
book.” You can do a similar perspective shift if you’re playing with
someone and you simply point out the reality of their
environment. Here, I’m doing it to emphasize the player’s lack of
control and create some surprise.
Causality again -- both of these things are true, so the player will
tend to accept the suggestion that there is a connection between
them.
"You want to feel better."
Don’t forget the sexy concepts in hypnokink! But use them for a
purpose.
"Independent of you."
There’s no need for me to name each and every body part. That
can be repetitive or boring, and I don’t want the player to have to
wait for me to say a body part before they have that experience. I
want it to go at whatever pace it goes at.
"So, so defenseless."
"It's consumed with the words flowing into and through your
head."
My Mind: "Please..."
Frankly I just find myself thinking things like this when I’m in
trance, and I think that experience is relatable. Separating “their
mind” out again adds to the sense that the player isn’t controlling
this.
"It begs and begs even as you watch it fill itself up with deep
trance, {pause}deep pleasure, {pause}deep helplessness."
"And the more it fills, the more that everything else is starting
to fade..."
"Filling..."
"More..."
"Deeper..."
"Until --"
"Oh, yes."
"This is 'yes.'"
"And now..."
"You can almost see your mind just liquefying {pause}as your
consciousness winks in and out."
"Overwhelming trance."
"Impossibly stronger."
"It's almost too much, but it's right in the zone of what you can
take."
Sexual language about the mind and trance experience. I like the
sense of feeling like there’s an itch I need to be scratched with
deep trance, and for me, it’s one that I feel a lot, but I almost
never can fathom the intensity of it until it’s happening. I’m being
ambiguous for the player about what those spots are, or what it
feels like.
"Over-hypnotized."
"Overwhelmed."
"That's right."
"That's right."
"..."
"......."
".............."
"Good."
"It doesn't matter if you feel each number waking you up,
{pause}or if you don't need to pay any attention to that and you
just find yourself awake."
I do really want the player to take a bit of time to come down after
the game is over. This is good practice for any hypnosis.
"You can feel all of yourself shifting and arranging,
{pause}inside and out, {pause}reintegrating like normal,
{pause}preparing you to come out of trance exactly in a way that
feels good."
The player has control over their own wakeup -- this is a nice
technique in hypnosis. You can ask someone to silently or
verbally count themselves out of trance. On the flipside, you can
make the wakeup feel like control if you count for them.
"Now..."
"1..."
"2..."
"3..."
"4..."
"5."
"'Whoosh.'"
I’m calling back to the anchor -- by doing so, I don’t really clean it
up. But I think it’s a good fit here to reemphasize the perspective
shift.
"You blink your eyes, take a breath, and adjust your body."
Still narrating the player’s experience to keep with that “meta”
feeling.
"..."
"Wow."
"You should probably take it easy for a few minutes and take
care of your body as you come back to baseline."
"But right before you close the window, there's one last
dialogue box that pops up."
I don’t want anyone to feel like they are compelled to follow me,
or anything like that. I do like the little meta message, I thought it
was very cute.