Philip K. Dick’s A Scanner Darkly as a game.
Corvus has given us another opportunity to delve into some game design without all of the real world limitations that actual design would entail. I’m sticking with science fiction again this time around, though I have a feeling more people have read A Scanner Darkly than Dhalgren (or at least have seen the horrible, in my opinion, film adaptation). Philip K. Dick has been one of my favorite authors longer than anyone else I’ve read. I’m fascinated by the way his life is intertwined in his fiction, the way reading his biography is almost like reading one of his novels. His ability to create mind-blowing worlds and situations with relatively simple prose inspired me to become a writer. I think a game based on a novel that explores identity has numerous opportunities to play with crossing the fourth wall, but for this post I’ve decided to stick with more subtle implications.
I’ll also stay much closer to the plot for this idea, so some details of the story will be spoiled, however, the novel is much more than a fancy “mind-fuck,” so I would encourage everyone to read it. The central novum of the novel is known to the reader early on, so the plot summary that follows spoils little. The main character, Bob Arctor, is a narc, but even his employers are unaware of his identity. He wears a “scramble suit,” which hides any distinguishing details. Bob takes a drug called Substance D on a regular basis, and as the story progresses, it causes a schizm between Bob, the civilian, and Fred, the law enforcement agent. Fred is assigned by his superiors to monitor Bob, much to his initial dismay, who they suspect is a big-time drug dealer, but as the split between the main character’s identities widens, Bob becomes suspicious of himself.
The game interface is “scanner” themed, after the video surveillance device Bob/Fred use to watch the inhabitants of the house he dwells in with a few friends. A perspective similar to The Sims is used, except the camera would be fixed in each of the house’s rooms. Outside, a birds-eye view is utilized, like a shot being filmed by a helicopter circling overhead. The view will rotate and shift, but the motion is slow and subtle, so the player isn’t distracted.
The gameplay evolves over the course of the game as Bob’s mental state changes. At the beginning, when Bob realizes he is Fred, the player’s goal is to keep Bob’s friends and officers unaware of his true identity. The player controls Bob, and must consider that anything seen through the scanner may be viewed by his superiors, so the player must position Bob out of the scanner’s view for any actions that may be suspicious. The player must also consider Bob’s friends, so keeping them occupied is important. This segment of the game will pass in realtime, and player’s can make suggestions to distract or get rid of their friends. If some of the characters are working on a car in the driveway, the player can hide a tool, or remove the car’s brake to send it barreling down the driveway when it shifts.
If Bob is caught by either his friends or the scanner, suspicion will cause their relationship “score” to lower. The player has to balance the levels of suspicion between Bob’s friends and the police by considering what the scanner sees and what his friends see. The player can also take action to lower the suspicion bars by talking to the characters (the conversations are one of my favorite parts of the novel), doing drugs with them, or helping with whatever task they’re involved in. The player can lower the police’s suspicion by taking Substance D, which the police consider something a big-time dealer wouldn’t do.
As the game progresses, and Bob takes more Substance D, the gameplay changes. The player starts to lose control of Bob and can interact directly with the world while Fred has control of the character. Fred’s thoughts will be revealed as an interior monologue that plays over the game. Other characters’ speech will be displayed as text during these portions, denoting their assumed inferiority to Fred. The player must keep Fred from finding out information about Bob or his friends by manipulating objects in the house or outside.
The player will regain control of the character whenever Bob is dominant (in control of the character’s mind). Bob is becoming increasingly paranoid, and believes that Barris, one of his roommates, is trying to kill him. The player will help Bob investigate Barris, but is also able to set up situations to thwart Fred during this time.
Developing relationships between Bob and his friends is an important aspect of the game because inevitably Fred will discover that Bob is himself and mental breakdown will follow. The player puts this off as long as possible, but the strength of the relationships the player develops determines whether Bob will be taken care of after his breakdown. Relationships are raised by spending time with friends and lowered by suspicious activity and Fred’s actions, so the player is constantly trying to balance the relationships with progressing the narrative.
The status of the relationships at the time of mental breakdown will result in a variety of endings based on which character the player chose to spend the most time with. If the player fails the game before developing a relationship successfully, they get the bad ending, death by overdose, but the other endings aren’t necessarily “good”.


[...] Jan. 27 – Travis of The Autumnal City joins us again to go where only Keanu has gone before in Philip K. Dick’s A Scanner Darkly. [...]
I haven’t yet read A Scanner Darkly, but I want to. I also wanted to see the movie – what didn’t you like about it?
Reply to David SahlinI’ve pushed most of it out of my mind, but Keanu Reeves couldn’t really pull off the character, specifically the ending. I enjoyed parts of it, but the movie glossed over a lot of what made the book interesting to me, and I was disappointed because Linklater is supposedly such a huge Philip K. Dick fan.
Reply to Travis MegillI thought Linklater did a good job. I certainly saw the love for the source material that some other adaptations lack. Ignoring Keanu Reeves’ acting skills (and/or lack thereof), I think that Linklater mostly did a decent job of tightrope walking between keeping the audience on their toes (ie, the ending is not telegraphed as early in the film as it is in the book; and yet the hints are there and a second watching reveals more depth, particularly for those that did not read the book) and yet keeping the audience “in the game” without getting too weird to completely lose some potential audience members. Sure it glossed over things, but you can’t adapt a full novel and expect to keep everything. I think the movie heterodynes nicely with the book in fact; with some elements playing better/more interesting in the film and others in the book and certainly the movie seems deepest if you have read the book. I think that’s about the highest calling a film adaptation can have anyway: a movie is not going to replace the book, it should co-exist well with it.
A Scanner Darkly to me felt the closest adaptation of any of PKD’s works that Hollywood has produced. It may be the closest we’ll ever see from Hollywood, though PKD’s descendants are certainly trying… (Supposedly; they also seem to be fond of the money or adventure…)
I loved the animation in A Scanner Darkly and I loved every performance with the exception of Reeves, but I thought Reeves was passable (particularly when allowed to stop “acting” so hard and just be his natural “stoner” self, which basically defines the narrow set of Reeves movies that I particularly enjoy, just as Ashton Kutcher is most watchable as a dumb “stoner”)…
Reply to Max BattcherI have a feeling if I watched the movie again I would appreciate it more. I did enjoy the animation and other than Reeves (who I don’t mind, except for the ending) everyone did a great job. It’s probably my fault for both setting my expectations too high and absolutely loving the book, which means that no film adaptation could live up to what I’ve internalized.
Reply to Travis Megill[...] Megill’s design for A Scanner Darkly follows a perspective from The Sims, where the play controls the protagonist Fred who is an undercover narcotics officer in the guise of Bob Archer. In it he must balance the relationships with the NPCs in the household either by doing drugs, having conversations, and basically keeping them happy. At the same time he must uncover the leader of a drug ring in the mists of the group. The player eventually beings to lose control of Fred as he consumes more drugs. This proposed A Scanner Darkly game is highly reliant on the scanner aesthetic and social relationships. [...]
[...] A Scanner Darkly [...]