So my new thought is to see interaction/non-interaction in Berlin not as a requirement, but rather as a continuum the player can voluntarily place himself on. The game always lasts about three minutes, but events play out differently based on what the player focusses on: and, now I realize, also based on whether he chooses not to focus at all. But the choice not to focus is not value-judged, it is rather a different way of engaging the game.
I love the idea that the game goes on, with or without the player.I imagine this could provide a much deeper feeling of involvement and interaction. Because the game doesn't wait for you to trigger the next scripted event. You have to pay attention to things happening around you and to timing.
I also like that you don't want to impose on the player whats right and wrong / how to play the game.
And oh, regarding rewards depending on what you do, the thinking I am leaning towards is to not see it as rewards but "confirmation of play style". What this means is that the consequences of actions / choices try to make what the player ought to like as much as possible. We tried this in Amnesia's multiple endings a bit. For example, players that just rushed through the ending and did not listen to the dialog carefully would get an ending where they simply come out as the hero. More careful players would find themselves in a more thought-requiring ending. Hopefully people should not see endings as good or bad, but "just right". It was far from good really, and response was not like, but at least it serves as an example to work from and illustrates my idea
That sounds really great.Out of curiosity (since I haven't played Amnesia yet): do you just measure how long people stick around when somebody talks (and then just present a different final level based on that measurement)? or do you hide breadcrumbs in the dialog that allows people to find the hidden path to an alternative, more intellectual, ending?