![:D](http://public.gamedev.net//public/style_emoticons/<#EMO_DIR#>/biggrin.png)
I've considered the age gap thing pretty heavily and thought about changing it, but I'm worried that my experience wouldn't fit in as well. Whether that is ultimately important or not, I'm not sure. As for flexibility, I'm pretty open to changing aspects of the concept as long as there is a good reason. If the team wants to change the enemies to demonic care bears, then we'll have a problem. For me, this is a piece for my portfolio. In some ways it honors the father-son bond that I had, but I know better than to expect someone to care about that. This is more about an aesthetic that I'm trying to reach that deals with reality in games that isn't romantically written with a moral and happy ending. It's gritty, depressing, frustrating, overwhelming, and unfair, such as a situation like this would actually be.
The flashbacks are an interesting idea, but I'm worried that may fantasize things too much. They would add depth to the character and a reason for him to remain in the game, but that removes the player from the current situation and put them in an almost alternate reality. Also, with the character this young, it wouldn't make sense for them to be in a city like this if the father has been there long enough to plan and orchestrate and escape. It's still an idea that could be utilized somehow though.
Using the character somehow would make sense, but I'm not sure how to utilize him. Maybe the father could be the one that actually makes things in the apartment, while the son is the one that scavenges. This could open up a co-op portion of the game, if that was an option. The father could make weapons, board the windows, make a radio, etc., and his productivity could directly relate to his physical health. How does that sound?