Zombie Cliche Lookout: Quest Location
We’re going to go into a specific area of the zombie genre with today’s cliche lookout, and talk about zombie video games. That’s still a pretty broad topic, so I’d like to narrow it down to open/semi-open world games that feature multiple goals, challenges, and questions. As your character explores and reveals more of the map, new opportunities are unveiled. Often, the game is structured in such a way that the primary quest line is going to force you into areas of the map that need to be explored. Hence, the quest location showing up on a part of the map that’s still under fog of war, or whatever mechanism is used to hide the places you haven’t been yet.
About this Episode:
If I had an endless amount of time to build sets, I would have absolutely had Gus setup in a trailer park. It would have made for a more interesting environment for Murphy and Russell to go through to get to him. There’d be a lot of places around where zombies could be hidden. It would also offer more room for Gus’ gang to be there, upping the threat level a bit.
Unfortunately, I don’t have the bandwidth to pull something like that off, so here we are. I think the solitary trailer in an isolated area is the next best thing. It leads to questions. Why is this guy so isolated? What makes him so secure? Are there booby traps? Other people watching?
Discussion Question: A Good Place for a Bad Guy
Put yourself in my shoes. You need to come up with the big bad for your zombie story, and you’d like his/her environment to say something about him. Where would you make his/her safehouse? Is this a rich villain in a large, secure home with lots of weapons and gadgets? Or maybe someone who prefers roughing it in a camp in the woods a safe distance from civilization?