Okay, I was wondering whether I should post this or not, because it's just a random idea I had and not just one I've thought about for more than a couple of minutes.
Synopsis : A town, somewhere in the west in the present day. The beginning situation is simple, and purposefully so - you are an employee of a huge corporation which, while not particularly malevolant, is totally faceless and mysterious. It becomes painfully clear from the first act that your character is going nowhere, both professionally and socially, as he is almost completely ignored by his co-workers.
His boss finally notices him, but only as he is looking for people to fire. In a Kafka-esque way, you character is fired for no reason, and must pack up and leave. In the process of doing so, he meets the major secondary characters, Alyssa and Raissa. Both have very seperate jobs, but they are equally unwilling to make the protagonist's departure pleasant. As the company's employees start to leave the building, he is asked to perform a task by both of them (this sounds stupid, but I seriously only thought of this idea 15 mins ago, and therefore I don't actually have all the details laid down yet...) involving industrial sabotage, and the game is designed so that if he refuses one's request, he is forced to agreeing to do it for the other.
And so after a number of challenges, which are mainly based around dialog, the character retrieves the documents and heads for the meeting place, the cafeteria. But the person whom the main character either refused to help or did not talk to is present instead, and armed. Just as the main character is being forced to hand over the item, the other NPC appears, and the character has to negotiate or risk being shot in the crossfire.
Finally, he defuses the situation, but realises the argument has alerted the building to their presence. He is forced to get out of the room, with the documents still in his posession, and with two semi-hostile NPCs trailing. In order to survive, the worker has to escape the building, and in an adventure game this means solve a series of puzzles. But in this game, an extra dimension is added - instead of using his inventory, for 100% of the puzzles, he must rely on the people trailing him. But if he relies on them too much, he may end up dead, since they both care little for him. There are also different ways to solve each puzzle, depending on whether you cooperate with none, one or both of the NPCs, and at least two different endings upon reaching the finale.
Characters:
Primary
Prontaganist - Mysterious and never named. Knows nothing.
Seconday (Both women around the same age - late 20s)
Alyssa - An accountant in the firm, she is wracked by jealousy of her superiors, and is determined that she will not be beaten by them when she is so much more intelligent. Cool and calculating, she avoids killing the P.C. out of necessity.
Raissa - Her job is mysterious, and she seems to know very little about it. However, she has been working in the company for many years, and it has crushed her spirit and made her want to break free from it.
Tertiary(only those important to the main plot are shown)
Boss - Creepy, has an office at odds architecturally with the rest of the building...
Head of Security - Keeps appearing; Seems to have some sort of past with both secondary characters..
Rayneman - The Janitor, who also appears often and mysteriously. He doesn't have any personal link with any of the characters, but delights in scaring the hell outta them. He also helps them, but only occasionally.
About
The game is loosely based around the idea of 'consciences', but instead of having one urging you to be good and one urging you to be bad, you have one trying to convince you to be logical, and one trying to make you think 'outside the box'. Neither is more 'evil' than the other, and it is left open as to whether in fact they are doing wrong and not the corporation. In a way, it's meant to kinda represent the human brain, with the creative side trying to make you out do yourself and destroy reason, while the logical side tries to secure and strengthen it.
The setting is really nothing new, but I think it could be made very atmospheric by art and music people - the art that I visialise would be something 3 parts FOA and 1 part Picasso, so that while the scenes are given flair they are not made surreal. The music would have to switch between exciting and creepy fast, and possibly change in style as the story progresses . And dialog would be very important, especially with the S.C.s - this game needs loads of short witty snaps from Alyssa and passionate rambles from Raissa in order to work really well. It would probably also need a new GUI, and some linearity coding/design, but I think it could be done.
Influences
-The movies Cypher (Creepy industrial sabotage, the idea of open judgement), Le Placard(In french, not sure of the title, but its about a guy who is rarely noticed in the beginning. It's a comedy, but the beginning has something to do with it.)
-The books The Trial- Franz Kafka(Strange Organizations, e.t.c) 1984 - Orwell (Big Brother, security cameras e.t.c)
-Scrubs/The Simpsons (The janitor - he's not really necessary to the game, though and could be removed)
I'd put more, but I'm outta time ^_^
EDIT : Crap, I just realized my clock was slow. Well, whatever. Stick to the deadline and disqualify me, or be like the cool people m0ds and ignore them...
EDIT: Oh yeah, thanks to Flippy for helping with this...