Zombie Cliché Lookout: The Kind of/Sort of Threat
Threats can be a lot of fun, and – done correctly – can be quite effective. There are a lot of different ways to make a threat. There’s the angry approach of screaming it while you’re being dragged away from your enemy by several other people. There’s the direct approach whereby you lay your cards on the table, and then there’s the sly, subtle approach wherein your words can be construed as a threat or as simple idle chatter.
I really like this last approach because it’s got an element of plausible deniablity. With the other kinds of threats, you’re committed; you can’t really change your mind or deny ever making the threat down the road. But if you’re careful with your words and delivery, you can pass the whole thing off as a silly misunderstanding.
Or not. You know, whatever.
About this Episode:
Okay, so Sam’s little cell is a pretty boring location. You guys are probably getting tired of looking at it, and I’m certainly getting bored of shooting in it (although I love that bucket!). Don’t worry, after a bit more dialog we’re going to get to see a bit more of where Sam is being kept. Of course, that means I’m going to have to do some building here.
Discussion Question: Building a Better Zombie Game
Let’s say you’re in charge of building the next big zombie video game. How does it work? Is it a pure-action shooter like Left 4 Dead? Is it more strategic like Project Zomboid? Tell me about it.
Myself? I’d probably build an action/RPG/strategy hybrid, with action being the least prevalent. The focus would be on exploration, resource gathering and management, and building up defenses. You could recruit other survivors, but you would have to be careful not to spread yourself too thin. Not only would you need to feed anyone you found, but a larger group would make getting found by the zeds easier. Furthermore, each survivor would have their own personality, and some might not like you bossing them around.