u/PurchaseNo3914

My idea for a Mentalist video game

I've had this series of ideas in my head for quite a while, so here I'll share what I've thot and how I would like it to be.

Synopsis: The story would take place after the end of the series, and what would trigger the story is the murder of a person and the discovery of Red John's face painted at the scene, but it wouldn't be something like >!McAllister!< being a false Red John.

Villain: I want the villain to be a fan of RJ, someone who, after understanding his way of operating, has come to comprehend his worldview and the art RJ saw in killing. I want him to be young (in his twenties or very close to thirty), not a normal fan, but someone ast I want the villain to be a fan of RJ, someone who, after learning about his modus operandi, understood his worldview and the art RJ saw in killing. I want him to be young (in his twenties or just shy of thirty), not a normal fan, but someone astute and brilliant, who, after>! RJ's death!<, finds out and wants to continue his legacy and has the ability to do so. He should first focus on rebuilding the Blake society and have a connection with Jane that I will explain later.

Mechanics and style: I want the game to be the type of interactive dialog games where you have to solve crimes by using your head with hidden clues and choosing the correct options to achieve it (something like the games Danganronpa, Umineko, or Disko Elysium), that it be confusing and make you doubt so you think carefully about your options. Of course, all of this from Jane's perspective and the whole team.

Connection between the new Red John and Jane: As I mentioned before, I want there to be something that makes Patrick involved in the case. With this, I come to the backstory of the new RJ. I want him to have lived thru something similar to what Patrick experienced in his adolescence, having a great talent in aspects like observing very small details and controlling people, that his parents used him and took advantage of his gift, and because of this, he fell into depression. It was at his lowest point that he met RJ, for example, he saw him on TV and out of interest started investigating him, and in him, he found a purpose. This way, he would have a deeper connection with Jane, where they both understand each other and it wouldn't just be an intellectual duel.

Gameplay concept: A small idea that came to me is that when gathering information about a case, Patrick could lie down on his couch and enter his own memory palace to analyze the information in depth and find the most effective ways to solve the case.

I've thot of more things, but I want to know what you all think so far with everything I've shared.

https://preview.redd.it/vyx4p77fqy0h1.jpg?width=640&format=pjpg&auto=webp&s=8fd82bf5d4e23ad85d0e44ed35efc1a6495405c7

>!&#x200B;!<

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u/PurchaseNo3914 — 8 days ago

You have the opportunity to take a subcategory of any character, the conditions are simple, you can choose to have only one subcategory of any character, just one for each category that exists

(for example, choose the PSI of a certain character and that's it, choose the subcategory of the next subcategory)

[Categories]

Full Scale IQ:

VCI

VSI

PSI

WMI

FRI

CPI

Cognition:

Novel Complex Problem Solving

Learning Ability

Attention Spam

Knowledge Application

Memory

Full Scale EI:

Emotional Understanding

Emotional Perception

Emotional Engagement

Emotional Management

Full Scale SI:

Social Skills

Social Awareness

Self-Regulation

Self-Management

Relationship Building

Cultural Intelligence

Socialization

Comunication

Social Engineering

Leadership

Charsima

Social Intuition

Influence

Social Adaptability

Influence Building

Social Integration

Aura

Overall Adversity Capability:

Composure-Mental

Mental Fortitude

Stress Tolerance

Perseverance

Impulse Management

Cognitive Discipline

Impulse Control

Overall Intelligence:

Intrapersonal

Interpersonal

Bodily-Kinesthetic

Mathematical

Musical

Fluid

Academical

Crystallized

G Factor

Overall Reasoning:

Logical Reasoning

Abstract Reasoning

Abductive Reasosing

Deductive Reasosing

Fluid Reasoning

Overall Thinking:

Critical Thinking

Application Thinking

Associative Thinking

Lateral Thinking

Faster Thinking

Concrete Thinking

Analytical Thinking

Convergent Thinking

Divergent Thinking

Linear Thinking

Overall Manipulation:

Logical Manip

Mass Manip

Emotional Manip

Individual Manip

Psychological Manip

Direct Manip

Indirect Manip

Event Manip

Strategic Manip

Manipulation Methods:

Lovebombing,

Seduction

Persuasion

Control Over Victim

Extortion

Insanity Inducement

Gaslighting

Guilt Tripping

Triangulation

Goalpost Moving

Negotiation,

Brainwashing

Overall Deception:

Honeytrapping

Misdirection

Bluffing

Acting Skills

Fabrication

Concealment

Info Control

Verbal/Not-Verbal Deception

Blackmailing

Diguise Intention

Mass Decep

Sophistry

Overall Strategy: Strategy Efficiency

Strategy Success Rate

Strategy Complexibility

Strategy Adaptability

Strategy Foresight

Execution Control

Counter Difficulty

Strategic Deception

Overall Planning: Planning Versatility

Planning Coverage

Planning Length

Long Term Planning

Shorts Term Planning

Lineal Planning

Planning Formulation Speed

Planning Contingencies

Planning Invincibility

Planning Accuracy

Risk Calculation

Planning Aim

Planning Versatility

Planning Preparation

Methods:

Innovation Upcycling

Effectiveness

Optimization

Tactics:

Tactical Potency

Tactical Synergy

Tactical Management

Tactical Efficiency

Tactical Adaptability

Counteraction:

Sherewdness

Field Navigation

Field Skills

Info Gathering

Risk Assesament

Multitasking

Guesswork

Psychoanalysis

Psychological Knowledge

Psychological Application

Psychological Warfare: Coercion

Abusing Insegurities

Mind Control

Emotional Inducement

Demoralization

Reinforcements

Sensory:

Cold/Hot Reading

Intuition

Perception

Metacognition

Observation

Insight

Deduction

Adaptability: Strategic

Cognitive

Mental

Behavioural

Environmental

Problem Solving

Improvisation

Unpredictability:

Cognitive Volatility

Behavioral

Creativity

Unconvetionality

Foresight:

Anticipation

Prediction

Trap Evasion

Setting Traps

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u/PurchaseNo3914 — 13 days ago