Hi everyone! I recently started to brew that idea in my head and I really feel like I need to tell someone about it and get a feedback. My brain already started to think of various details, the looks of creatures etc but I'll try to explain the whole concept instead. I separated the text into logical blocks.
Inspiration:
I always wondered of the game where you interact with animals on a deeper level, where they're not just a transport/walking companion, but living creatures with their own minds which you need to guide or find a common ground with. That would have a feeling similar to Rain World with it's complex ecosystem, or The Last Guardian (the game I was never able to try, but what I heard of it really intrigued me).
Setting:
This is the part I like to think of now :D It could be a fully separate longpost but I'll try to mention only the most important thing briefly. It will be an alternative fantasy universe in which Earth evolution went slightly different. The environment will be inspired by mesozoic megafauna era. To keep animals used in game attractive enough and justified by the setting, their appearance will be based on modern or extinct well-known animals, but with quirks and evolutional adaptations to the game ecosystem (and for additional game fun probably). For example, the classes of tameable and rideable animals I think of are equine-likes (primitive horses inspired), canine-likes(more robust and bigger variation of the wolf), feline-likes(inspired by Smilodon but with sturdier build), bovine-likes(Aurochs inspired), caprine-likes(a bigger and robuster version of a mountain goat, something like Tarak). Each animal class have it's own advantages and flaws, behavior patterns and quirks, care routines and natural habitats.
Core game idea:
The most of the play time player will interact with the animal: ride it around, take care of it, use it for exploration, gathering, hunting or other activities, train it, solve conflicts. Animal breeding is also a possibility. But the twist is in the fact that animals will have more complex AI - they'll react to the environment, have mood swings and their own needs and issues which should be taken into account. For example, animal can be spooked or distracted with a potential prey, they may have conflict with another creature. They can be lazy in nature and slow down on their own, or on the other hand be very active and uncontrollable. In the bad mood they'll perform worse so to fix that player should recognize this and find a way to cheer an animal up. So even under control or with human on bareback they won't be controlled as a bicycle or motorcycle, there will be various prompts to guide the animal.
On the other hand, on a higher levels of bond animals will do better, be more reactive and even learn various useful tricks and commands. For example, a high-level bond animal would navigate more difficult terrain, track a prey on its own, or automatically find path home, or player will use animal's smell to find gatherables or detect danger.
The mood and animal reactions will be displayed with animations: ears position, expression of the eyes, position of the tail, maybe additional more prominent visual and sound effects. If player reacts to them accordingly, the animal will develop more trust towards player, and so increase it's stats, become more controllable or be able to learn new tricks.
Narrative and player goal:
It's the part I still think of cause the main thing for me is to catch the feeling of a living creature. And not just in a narrative way, but gameplay-wise too. So I think that bonding with creatures should be required to overcome some game narrative problem.
For example, the village lost a lot of people and all it's bred and tamed animals due to catastrophic event so we need to save it and build up again from scratch or almost scratch, and it's impossible without animals people rely on.
Or our player and their little tribe should take a long journey through the whole continent, including very difficult terrains for some sacred purpose, and it's impossible and too dangerous without animal companions.
Or another idea (which I admit AI suggested so I wonder where it got that one lol): Our player was expelled from a village for committing a crime(either truly commiting it or being falsely accused for it) so they were left in the wild to be eaten or starved. So player will need to find a way to survive on it's own, and taming animals will be the main help in that.
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Does this sounds intriguing for you? Why? What are the potential flaws you see in this concept?