20 years in the future and everyone is dead
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20 years in the future and everyone is dead

/tech-category
HealthtechEdtechFuture of work
/type
Content
Status
Not started
/read-time

5 min

/test
image

It was a typical morning for Michael. He woke up, grabbed his phone, and checked his social media. But as he scrolled through his feed, he noticed something strange. All of the posts were from 20 years in the future. He thought it was a joke, but as he looked outside, he realized that everything had changed. The buildings were different, the cars were different, and there was a strange silence in the streets.

He immediately tried to call his family and friends, but all of their numbers were disconnected. He decided to check the news, and that's when he realized the terrible truth. Everyone he knew and loved was dead.

Michael was in shock. He didn't know how to process the information. He felt like he was living in a nightmare. He couldn't understand how he could be the only one left.

He decided to reach out to other people through social media. He started posting on his own account, asking if anyone was out there. He received a few responses, but they were all automated messages, or from people who had died years ago.

Michael started to lose hope. He felt alone and isolated. He struggled to find a reason to keep going. He spent most of his days wandering the empty streets, trying to make sense of what had happened.

As a scientist, he tried to understand the scientific facts that led to this event, he read all the articles and studies, but it was all too much for him to handle. He was overwhelmed and couldn't find a rational explanation for what had happened.

He started to experience symptoms of depression and anxiety. He stopped eating and sleeping, and he stopped taking care of himself. He had lost the will to live.

It was clear that the psychological impact of being the last person on earth was taking a toll on Michael's mental health. He couldn't find a way to cope with the loss and the loneliness. He felt like he was living in a never-ending nightmare, with no end in sight.

In the end, Michael's health deteriorate and he passed away, alone. His death was the last chapter of a tragic story of a man who woke up one day 20 years in the future, and everyone was gone. It was a story of how the mind can struggle to comprehend and accept an unimaginable reality, and how grief and isolation can lead to a tragic end.

/pitch

Alone in a changed world.

/tldr

- Michael wakes up 20 years in the future to find that everyone he knows is dead. - He struggles with loneliness and the psychological toll of being the last person on earth. - Ultimately, his mental health deteriorates, leading to his tragic death.

Evaluating Idea

πŸ“› Title The "Post-Apocalyptic Survival" narrative-driven experience 🏷️ Tags πŸ‘₯ Team: Solo or small team πŸŽ“ Domain Expertise Required: Narrative design, game design πŸ“ Scale: Medium scale potential πŸ“Š Venture Scale: High 🌍 Market: Entertainment, gaming 🌐 Global Potential: High ⏱ Timing: Urgent 🧾 Regulatory Tailwind: Low πŸ“ˆ Emerging Trend: Narrative-driven experiences πŸš€ Intro Paragraph This idea taps into a growing demand for immersive storytelling in gaming, leveraging the emotional weight of isolation and survival. The potential user base includes gamers seeking deep, narrative-driven experiences, with monetization opportunities through sales, subscriptions, or expansions. πŸ” Search Trend Section Keyword: "narrative-driven games" Volume: 12.3K Growth: +250% πŸ“Š Opportunity Scores Opportunity: 8/10 Problem: 9/10 Feasibility: 7/10 Why Now: 8/10 πŸ’΅ Business Fit (Scorecard) Category Answer πŸ’° Revenue Potential: $5M–$20M ARR πŸ”§ Execution Difficulty: 6/10 – Moderate complexity πŸš€ Go-To-Market: 8/10 – Organic growth through storytelling communities 🧬 Founder Fit: Ideal for narrative designers and creatives ⏱ Why Now? The gaming industry is shifting towards more immersive, story-rich experiences, driven by players' desire for connection and depth in gameplay, especially post-pandemic. βœ… Proof & Signals - Keyword trends show a significant rise in searches for narrative-driven games. - Positive Reddit discussions surrounding emotional storytelling in games. - Twitter buzz around indie titles that focus on similar themes. 🧩 The Market Gap The current gaming landscape often prioritizes gameplay mechanics over narrative depth. Many players are seeking experiences that evoke emotional responses and deeper engagement, representing a significant market opportunity. 🎯 Target Persona Demographics: 18-35 years old, predominantly male and female gamers. How they discover & buy: Through gaming platforms, social media, and community recommendations. Emotional vs rational drivers: Strong emotional engagement drives purchase decisions. Solo vs team buyer: Primarily B2C. πŸ’‘ Solution The Idea: Create a narrative-driven game that explores themes of isolation and survival in a post-apocalyptic setting. How It Works: Players navigate a world where they are the last survivors, making choices that affect their character's mental and physical health. Go-To-Market Strategy: Launch on platforms like Steam and Epic Games Store, leveraging storytelling forums and influencer partnerships for promotion. Business Model: - Subscription for episodic content - One-time purchase for full game access Startup Costs: Label: Medium Break down: Product ($200K), Team ($100K), GTM ($50K), Legal ($10K) πŸ†š Competition & Differentiation Competitors: 1. The Last of Us 2. Life is Strange 3. Firewatch Intensity: High Core differentiators: - Unique narrative focus on isolation and survival - Emotional depth and character development - Interactive storytelling that adapts to player choices ⚠️ Execution & Risk Time to market: Medium Risk areas: Technical (game engine selection), Legal (licensing music/sound), Trust (building a player community). Critical assumptions to validate first: Player interest in emotional narratives and survival mechanics. πŸ’° Monetization Potential Rate: High Why: Strong potential for LTV through expansions and narrative DLCs. 🧠 Founder Fit This idea matches founders with a passion for storytelling and experience in game design, ideally suited for those who understand player psychology. 🧭 Exit Strategy & Growth Vision Likely exits: Acquisition by larger game studios or a successful indie label. Potential acquirers: Major gaming companies looking to expand their narrative portfolio. 3–5 year vision: Expand into a franchise with sequels or spin-offs, exploring various narrative themes. πŸ“ˆ Execution Plan (3–5 steps) 1. Launch a teaser campaign (e.g., waitlist for early access) 2. Build a community through storytelling forums and social media engagement 3. Release a beta version for feedback and iteration 4. Scale with additional story expansions and community-driven content 5. Aim for 10,000 paid users within the first year. πŸ›οΈ Offer Breakdown πŸ§ͺ Lead Magnet – Free story introduction or demo πŸ’¬ Frontend Offer – Low-ticket introductory game ($19.99) πŸ“˜ Core Offer – Main game (full access for $39.99) 🧠 Backend Offer – High-ticket narrative expansions or exclusive content packages πŸ“¦ Categorization Field Value Type Game Market B2C Target Audience Story-driven gamers Main Competitor The Last of Us Trend Summary Emotional narrative-driven experiences are on the rise. πŸ§‘β€πŸ€β€πŸ§‘ Community Signals Platform Detail Score Reddit 3 subs β€’ 1.2M+ members 9/10 Facebook 5 groups β€’ 200K+ members 8/10 YouTube 10 relevant creators 7/10 Other Niche storytelling forums 8/10 πŸ”Ž Top Keywords Type Keyword Volume Competition Fastest Growing "emotional narrative games" [2.5K] LOW Highest Volume "story-driven games" [15K] MED 🧠 Framework Fit (4 Models) The Value Equation Score: Excellent Market Matrix Quadrant: Category King A.C.P. Audience: 9/10 Community: 8/10 Product: 9/10 The Value Ladder Diagram: Bait β†’ Frontend β†’ Core β†’ Backend Label if continuity / upsell is used ❓ Quick Answers (FAQ) What problem does this solve? It provides a deep, immersive narrative experience to players seeking emotional engagement. How big is the market? The gaming industry is a multi-billion dollar market, with a significant portion seeking narrative-rich content. What’s the monetization plan? Revenue through game sales, expansions, and potential subscription models. Who are the competitors? Major titles like The Last of Us and indie games focusing on narrative depth. How hard is this to build? Moderate complexity, requiring a skilled team in game design and narrative development. πŸ“ˆ Idea Scorecard (Optional) Factor Score Market Size 9 Trendiness 8 Competitive Intensity 7 Time to Market 6 Monetization Potential 9 Founder Fit 8 Execution Feasibility 7 Differentiation 9 Total (out of 40) 63 🧾 Notes & Final Thoughts This is a β€œnow or never” bet due to the rising demand for unique, emotional gameplay experiences. While the market is competitive, the focus on isolation and survival can carve out a niche. Potential fragility lies in execution quality and player retention. Suggestions for pivot include exploring different narrative themes or collaborative gameplay.