Hello all!
A bit of inspiration struck me over head this morning. I have a tendency to bounce around projects and this fit very well into my other project's Cold War-esque setting.
The general premise is this:
You play the role of an interrogator assigned to uncover whether a captured individual is guilty of an accused crime. The player is presented with documentation that explains general information, their history, and so forth of the accused. The player can speak with the character and learn more of their side of the story through specific set questions. Afterwards the player will examine evidence from the crime and decide whether the character seated before you matches up to the description of the crime or is wrongly accused. However, the evidence presented may not always be true, as other officials are more than eager to take your place and all the "benefits" that come with it. You will need to rely on intuition and carefully examine the information to avoid "fixed evidence".
In some instances, the character may refuse to cooperate or is lying. The interrogator is equipped with several tools/abilities to extract a confession if need be (forced expansion, lying about witnesses, flirting, etc.). One particular tool/ability may be more effective than the others, depending on the character's discovered weakness. This does come with the risk of extracting a guilty confession from an innocent character (to avoid any further unpleasantness).
After your interrogation is completed the player will be either rewarded or given disciplinary action depending on the outcome (if the character was correctly or wrongly judged). With every successful interrogation the player is rewarded with different buffs to their abilities (purchased via in-game rewards) and a boost to their physical appeal (a necessary aspect of the world-building). If the player acts wrongly too many times, they will be "removed" by the authorities you serve. "You just won a free trip to Tundria!"
I mentioned earlier that the player is at risk of rivals seeking to remove the player. When moving between interrogations and misc. quests, one must be careful to avoid traps and not unwittingly fall victim to an envious coworker or enemy spies (Cold War-esque setting). Simple things like a cup of tea, a mysterious envelope, a kiss, a booby-trapped pen, anything could be your undoing. Your favorite Kolbasa vendor on the corner may be a Western spy! If you want to go the evil-route, you can spend your rewards to bribe other officials into falling for these traps and removing potential threats. Just make sure you don't bribe the one who set the trap in the first place!
Already got the world-building down to a T and started on some visual concepts. The game is meant to be cartoony to an extent, not full on sadist Rambo-torture porn. The setting is an entirely fictionalized world in the midst of a Cold War between a totalitarian alliance who refer to themselves as the Soviet Fellowship Pact (despite not actually being Communists) and the stereotypical "Gi-Joe"-esque United Nations Alliance Force. The whole setting makes light of the Cold War hysteria and frequently references or parodies culture from the era.
Woops, didn't realize hitting "Save" meant upload it. My bad! Its overly-ambitious from the get-go. I'm open to any suggestions or ideas to extrapolate on.
-Toast