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The Prisoner Game Idea Generation, image - Coggle Diagram
The Prisoner Game Idea Generation
Concept 1: The player is one of the controllers of the island and has to stop the prisoners on the island from escaping by watching them and controlling the Rover (balloon). The prisoners could either be the type trying to flee or attack control. The game would play in a similar style to Five Nights at Freddys.
Concept 2: The player controls Rover which has to sneak around the map in order to attack various targets which are given by the control room.
Concept 3: The player controls a prisoner from the island who has to escape. The game would work like an escape room where the player has to complete different puzzles to escape whilst a timer ticks down to the point where they are gassed. If the player completes all the puzzles in time they escape.
Concept 4: Similar to concept 3 with it being an escape room but instead includes spotlights which the player has to avoid.
Concept 5: A game where the player has to collect objects from around the map. There will be iconic locations like a chess board. The player will be pursued by Rover.
Concept 6: A game based in the mindscape of an agent where the visions are vivid but they are key locations from the prisoner such as the chess board. The mindscape would have a design style of a spotlight in darkness and the player has to stay in the light. A Rover would chase the player whilst they have to find an object in each level to progress. Agent 02 would be the narrator in the player's mind telling him that there is no escape. The sound of the opening theme would kick in every so often at random periods but sound slightly distorted. (Takes inspiration from episode 3)
Concept 7: A game where the player is an agent and has to get in contact with a friend. However, whenever they try to get in contact with someone, each time it will lead to a bot reply until they get lucky.
The Prisoner Documentary
Number six’s refusal to accept his fate and the exploration of personal freedom and mind control were The Prisoner’s driving force. – Adam Balcomb
The combination of the powerful visual imagery of The Village and the association with the incredible show (The Prisoner) has offered artists a ready-made frame of reference for their music.
Robin Llywelyn's grandfather was inspired by the fact it was possible to develop, one’s own private village without defiling the landscape. His father wanted to preach, being a conservationist, and campaign for the sustainability of the countryside.
The Prisoner was made during the time of the Cold War and would be luring to viewers because it never revealed which side The Village they were on to the viewer.
Bruce Dickinson (Iron Maiden) Comments what brought him towards liking the prisoner is how strange it was. He says it is all just very fascinating.
Ed Ball comments that it gives a late 1970s surrealism. Ed says that it is fascinating working out what it is all about.
Ian Rakoff (Assistant Editor/Writer) 06 is forced to reflect on the nature of society as we were all falling victim to then and still now. Ian doesn’t see why the show would have less of an impact since he thinks it would actually have a great impact on people then it did before because our lives have become more frustrating for example the telephone is a nightmare when you have an emergency situation and when you need to speak with someone you get a machine and then you press a button and get another machine and if you speak to a human voice you’re very fortunate.
The prisoner inspired shows like Twin Peaks, The X Files and the outer limits.
Be seeing you is a common phrase used throughout the show.
https://www.youtube.com/watch?v=P7bWvGKvXj0
Key Locations on The Prisoner Island (Portmeirion Village)
Dock Front
Chessboard with real people
Control Rooms (Number 2's room)
House Number 6
Green Dome
Beach
Fountain
Penny Farthing
Rover
Cameras
Sunshade
Helicopter
Dwarf Butler
The building architecture of Portmeirion Village
Lotus 7
https://www.youtube.com/watch?v=cCa_AeC-zh4
The main intro for the Prisoner is sighted as "one of the great set-ups of genre drama"
https://web.archive.org/web/20150923211139/http://www.crimetime.co.uk/features/prisoner.php
Psychological Elements (Warfare)
The goodbye is used as a way to brain-wash people (Be seeing you).
EP2
EP 2 02 says his records state 06 takes no sugar but takes 3 cubes of sugar anyway. A new lady arrives and they use her as a method to get information from 06.
EP3
Mind Control
Styling
Bright colours houses
The village is surrounded by forest
Bright coloured Mini Mokes
Concept 8: Based around Episode 2, there could be a room where every selected amount of seconds the water on the floor becomes electric. For a short time the player has to search the room for iconic objects but by a certain time they must be back on top of an object or they get an electric shock. This means the player would have to react fast.
Areas which could be used as mechanics
Statues acting as cameras but can't hear
Getting the materials to create a boat (Axe, chisel, etc)
Game Over screen could be the bars which appear at the end
Torturing people
Key to progress to next stage of dream
Election/Mind games of true and false
Enemy Researchers
Concept 9: There are eight prisoner characters and one character is the saboteur. This would be a multi-player game, in which all the players have to work together in order to discover who is the saboteur on the island. The saboteur kills a player each night.
Concept 10
Concept 10: A game which takes place within the mind scape, but takes heavy inspiration from the museum section in The Stanley Parable. The player would explore different museum exhibits which would be taken from The Prisoner series. When viewing an exhibit, they would be given information and video clips relating to that character or object’s relevance in The Prisoner. The game would have a similar concept to The Stanley Parable but show some of the key locations and talk about it via dialogue. and video.
What could be displayed in the museum?
Facts and information about the show
The story of each episode.
At the end of the museum there is a button asking if you want to start the show. The last message you hear is see you.
Concept 11: A game which takes place in the centre of Portmeirion Village where the chess board and fountains are. The player would have to do a quest where they explore the map for different iconic objects such as the penny farthing bike. All of these iconic objects would be used as a way to escape the island.
Appreciation Society
When
The Appreciation Society was created by David Bowie in 1977
What
Created by David Bowie
Why
The creation of the Appreciation Society was because David Bowie was captivated by The Prisoner. David saw it as something radical and very different by stretching the boundaries of television by throwing down a challenge to the audience and asking them to think and question. Carried below the surface of The Prison were themes of political manipulation, exploring the quest for the inner self.
How
Created in relation to the liking of the show
Where
The convention will take place in Birmingham. The Portmeirion Village was where The Prisoner was filmed.
https://www.youtube.com/watch?v=4WgMiGN6FXc&t=47s
Concept 12: The player is put into the firewall where the laboratory takes place in episode 3. However, Rover is still actively moving around the laboratory corridors on a set path. The player has to avoid the Rover whilst collecting iconic objects in order to escape the dream.
Containment on Roblox was an inspiration
https://www.youtube.com/watch?v=xfirF9diLB4
The game would take place at the end of episode 6 (The General) where the mind control computer will be destroyed if they collect every iconic object. If the player is caught by Rover then the Mind Control Computer is not destroyed.
https://www.itv.com/watch/the-prisoner/ENT1307/ENT1307a0006