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    Vision Statement

    LoglineModern War Battles is a turn-based RPG that parodies stereotypesfound in popular video games by portraying extreme examples of themfor the purpose of satire.

    SynopsisThis is a single-player game in the style ofFinal Fantasy.

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    You, as the player, take control of a hypermacho, steroid-fueledcaricature of the soldier archetypes found in above-mentioned games.Through the course of the game, you travel across a generic shooteruniverse, composed mostly of gray and brown rubble, amassing aparty of similar characters in an effort to take down the Big Bad EvilRussian/Chinese/Arabic Guy Who Is Actually An Alien (BBERCAGWIAAAfor short). I'm trying to point out the inherent ridiculousness of suchcharacters by taking them to their logical extreme. This game will bemarketed to gamers dissatisfied with the current state of videogaming, and take pleasure in seeing these stereotypes parodied.Considering the content of the game, such as the likelihood of violence

    and swearing, I would limit the game to players above the age of 15.

    Game DescriptionThe setting of the game, called Asskickanopolis, is a land where

    the war never ends and the residents never sleep. All who live hereknow nothing but warfare, and living until the morrow is never certain.Your character, Manly Protagonist, starts life as a simple, but happybullet farmer, but when the rampaging BBERCAGWIAAA destroys hismailbox with an errant tank blast, he seeks revenge. As he travels theland he encounters a variety of other inhabitants of this violent worldwho have all been wronged in similar, petty ways. Together they face

    the forces of Generic Darkness that pervades the land.The game is designed as a top-down RPG, in a similar vein to

    Final Fantasyand a turn-based battle system. Graphics will take theform of 16-bit sprites for characters and enemies, with prerenderedbackgrounds and landscapes. Within towns, called Holds, characterscan interact with villagers, perform tasks and level up, gainingexperience and better equipment along the way.

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    Travel between the Holds would take place on Rocketbikes or aerialHovertanks, with the constant possibility of a random encounter inevery dangerous area. There would be several major bosses in the

    game, with the BBERCAGWIAAA being the final boss. Sound will bemade in midi format, with the exception of speech which, while rare, isa part of the game's cutscenes.

    Actual mechanics in the game will include an inventory systemwith equippable items found after fights with enemies, as questrewards or in random chests throughout world. Combat is turn-basedlike Final Fantasy, with chracters unlocking more complex and powerfulmoves as they attain higher levels. The story of the game is presentedby a narrator, or through text found in-game.

    Formal ElementsObjectivesImmediate Objectives

    1. Achieve goals by completing quests at the behest of citizens.2. Gain experience and treasure from fighting bad guys.3. Defeat powerful opponents to gain fame.

    Long-Term Objectives

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    1. Defeat BBERCAGWIAAA and get revenge for minor grievances.2. Defeat 12 lesser Bosses.

    There are several lesser objectives determined by the party's personalstories and quests. An example of these might look like:

    Dan the Pacifist

    Don't hurt or kill anyone. Ever. Protect and heal friends.

    Try to be the voice of reason.There are also temporary objectives that can only be completed duringquests.Quest: Free the Unicron

    Locate mighty and majestic Unicron

    Free from Goblin hordes.

    Make sure the Unicron isn't killed.

    Gameplay Description

    MovementThere are several different methods and means of locomotion inAsskickanopolis, ranging from the most basic walking, to flying amighty Sand Dragon up to the flying pyramid fortress of theBBERCAGWIAAA.

    Walking base land speed. Differs depending on area. Whenwalking through Holds and in dungeons/caves, perspective isfrom a fixed three-quarters overhead view, similar to thePokemon series of games.

    Walking speed changes based on the SPEED rating of the

    character designated leader of the party. While walking in Holdsand in the overworld only the leader character will appear onscreen as the controllable sprite. There is no jumping mechanic.Most movement in the game will take place walking. This isconfined to the four cardinal directions and four intermediate

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    directions. Players are given free movement of the characters,meaning they can walk at angles.

    Running availability based on possession of Ability: Roady Run

    by leader PC or Item: Wheely Shoes. Twice as fast as walking, butadds the chance to run into NPCs, and can also lead to many

    unnecessary battles. Extra random encounters can be avoidedby using an Item: Repellant.

    Using vehicles Any land-based craft, most often Rocketbike or

    Hovertank, is only available in the overworld and must be parkedbefore entering any town or dungeon. While riding you are freefrom normal encounters, but can be attacked by Mutants WithMotorcycles if riding said Rocketbike or a Monster Tank Battalionif using a Hovertank. During Rocketbike encounters, combatchanges from the normal, turn-based style to a form of combatsimilar to Spy Hunter:

    It is from a top-down perspective, and players can punch, kick, shoot

    or boost away from approaching enemies. When attacked by rivaltanks the gameplay shifts to a Gradius-like side perspectives, asplayers move up and down, shoot enemies and avoid obstacles:Only when truly flying are players free of combat when moving in theoverworld. Flying has the benefit of being faster and combat-free, butit can only take you between major cities, usually costs money, andremoves the possibility of running into random encounters withenemies, loot or quest givers.

    CombatCombat (except in above examples of differences) is always turn-based

    from a side perspective, with the party always arranged on the left sideof the screen and enemies on the right. It can only occur whentraversing the overworld, when moving in dungeons, and occasionallyin a non-combat area if quest situation dictates. Combat is based onthe random encounter system, with enemies randomly selected from apool within the range of the PCs' current levels. After defeating anopponent, a victory tune is played and experience and money areawarded. Items too, but that will be covered in Inventory.Combat is turn-based; the party with the highest average speed goesfirst, in order from fastest to slowest. PCs and enemies have lifebarsthat drain as they are attacked, the amount of life determined by their

    HEALTH rating. Some characters are spell casters and have a manabar. Health can be recovered by resting in an Inn or Camp, beinghealed by a spell, or given a healing item. Mana can be recovered byresting, being given an item or finding a Mana Fountain in thewilderness.All characters have special abilities unique to them. An example: withhis thick armor and thicker skull, Manly Protagonist has two specialmoves Rocket Jump, which blasts him into the air, landing atop his

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    enemies, and Headbutt, a close-range attack that stuns enemies for around or two. As they level up they gain more abilities, and canimprove on their already-existing ones. Special abilities eat up RAGE, ameter only possessed by Fighters that is the equivalent of theSpellcaster's mana bar. The RAGE meter can only be filled by being

    hurt, or yelling hateful things at the enemy, demoralizing them. TheRAGE meter decreases out of combat.DialogueThis isn't Mass Effect, so the dialogue isn't the most complex thing inthe world. It all takes the form of scrolling text boxes. Occasionallythere will be options that the player can choose. This can changedepending on who is in the party; certain options only appear forcertain characters. The dialogue system may not be incrediblycomplex, but can have a powerful influence on the plot of the game.For instance, a boss fight could be avoided by talking your way out ofit.

    InventoryThere is a simply inventory system in Modern War Battles. Items canbe taken from the inventory and equipped by players capable of usingthem. There are only a few item slots, such as Armor, Helmet, Charm,Weapon and Quick-Use Item.

    These items can be changed at will by the player, but only when out ofcombat. Items can be found, stolen or bought, or given as rewards forquests. Most have different statistics, attributes or effects. Items canbe sold, exchanged, given to a quest NPC or thrown away at thediscretion of the player, the only exception being quest items which

    may be necessary to advance the plot or even finish the game.

    TutorialThe tutorial in the game consists of the first level, Manly Protagonist isshown through notes and wooden signs the basics of movement,combat, dialogue and inventory management. There will be a few pop-up reminders and hints during the early missions, but the majority ofthe game is tutorial-free. After leaving the first world, his abandoned

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    homestead at the edge of Vehicle Mission Highway, Manly must travelto the first Hold, teaching the player about movement in the overworldas well as the random battle system. The player will encounter theminimum number of enemies necessary to level up, and will then betaught what happens when that occurs. The final large fight before

    reaching the first Hold will involve the player being assisted by anotherPC, which will teach them how combat works with a party.

    Character SelectionThere is no character creation system in this game, as all possible,playable characters have predetermined appearances. All equippableitems are stat-based changes, not changes to physical appearance,with the only exception being a change of weapon, which shows up onthe sprite and alters the animations for movement and combat. WhilePCs cannot be customized, there are enough of them that they can beshifted in and out of the party as necessity dictates, the only constant

    character must be Manly Protagonist.Conflict/ArgumentThe conflict of the game is the protagonists struggling against theforces of evil, trying to seek vengeance against their greatest foe.Though that is their main objective, along the way the characters mustdeal with their personal problems, as well as finding a place forthemselves. Even though they exist as stereotypes (the buxom warriorwoman, the Conan-esque berserker), they do not necessarily want toconform to what society expects of them.Their ongoing fight against the BBERCAGWIAAA leads them to fightagainst many different foes, such as hired mercenaries, Nazi zombies,wildlife, and a powerful alien menace.

    They are initially a ragtag group of survivors, all with differing views onthe world, but must come together as a cohesive unit. Finally, they arefighting their own internal struggles, trying to become more than what

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    is expected of them, transcend stereotypes and find inner peace in aviolent and inhospitable world.

    Challenge/ProceduresThe greatest challenge the heroes must overcome is fighting againstthe hordes of evil without falling in battle or being overwhelmed bytheir emotional baggage. This is meant to 1. be fun and engaging forthe player and 2. demonstrate the shortcomings of these negativestereotypes. When the relationships between people within the partybecome too strained, or they are confronted by their personal flaws,the manner in which the character reacts determines whether theymove past those trials, or succumbs, abandoning the party and theirgoal.In Donald Norman's essay Three Teapots he explores the behavioralaspect of design. He states that an effective product must be apleasurable experience to play. The pleasure in this game comes from

    the challenge of combat and the shared happiness between characterand player when a positive resolution is reached.

    OutcomesThough this is a classic tale of good versus evil, the traditional perfectending is not a guarantee, nor is it even the most likely resolution tothe conflict. Depending on the choices of the player, a character's storyor even life could end before reaching resolution, leaving unansweredquestions and sorrow in their wake. Because there is no point or scoresystem, there isn't so much a win/lose scenario as there is completingthe story, whatever way that may be. Thanks to branching dialoguetrees, and the cheap, easy nature of text-based communication, thereare nigh-endless endgame possibilities. Some examples: they couldbeat the Evil only to have the collapse in command lead to a powerstruggle among surviving forces, or a hole that a new, more powerfulbaddie could fill. They may be defeated, but forced to fight for said evilagainst their allies and friends. They could become disillusioned, andgive up on their quest.Because there are so many endgame possibilities, there will be adedicated forum for discussion of the game, its stories, quests,potential endings, as well as the sharing of strategies and generalcamaraderie among players. United by their experiences in the game.

    Dramatic Elements

    Game WorldThe world of Asskickopolis is a place of many climates andenvironments, from raging oceans, to endless plains, to ruinedcityscapes, to bustling metropolises. The only common theme isviolence; it is a harsh world, and life is a struggle for survival. The

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    constant competition for food and resources have shaped this worldflora and fauna into hostile beasts, usually of colossal size andstrength. Most plants are similar to those in our world, but some arecarnivorous, massive, ambulatory or even sentient.This has shaped the people of this world in a similar fashion. Men have

    to fit in with the typical male power fantasy to survive massivemuscles, scars and a love of violence the norm. Women are necessaryfor survival, and are often kept in isolated safety, considered unable tosurvive on their own and entirely dependent on their male tribesmen.The few women who do fight fall into an Amazonian warrior stereotype tall, strong and incredibly defensive of their strength and usefulness.If you've ever read the Gornovels you get the idea.

    There are some elements that hint this world was shaped in such a

    way by a past cataclysm. Though rare, artifacts and past technologiesare occasionally uncovered and often command incredible wealth orpower. The dead culture was by no means a paradise or a eutopia.Traces remain of the sexist billboards advertising products liketechnological amusements designed for women in the kitchen, or a tirebrand that are praised for keeping a woman driver on the road,implying that no other brand could perform such a miracle. Magazinearticles objectify women, and music exploited the culture of minoritiesfor profit. If you could say one positive thing about the epoch that leadto the world in its current state, it acted as a great equalizer among thevaried peoples of the planet, although some racism and assumptions

    based on a person's race still exist.The idea of this world is to be similar enough to ours to be identifiableor similar, but taken to the absolute extreme. Every fault of modernsociety amplified, then almost wiped away by a nameless apocalypse.Similar to the Falloutseries of games, the ties to reality make anotherwise alien society plausible to the player, and will hopefullyconvince them to reflect on the shortcomings of our society.

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    The art style is dirty, and usually dead-looking, but there are some far-flung places that can be beautiful. The world looks like a mash ofFallout, Conan the Barbarian, the Old West; pretty much everystereotypical location to inspire acts of manly courage.

    CharactersPCsThe PCs are the heart and soul ofModern War Battles. It is theirinternal conflicts and realizations about themselves that bring aboutthe message of the game. Some of them are stereotypes, mostconform to tropes of their genre, but they are not just cardboardcutouts, each one is a complex character. Even though they are onthe same team they can all have very different motivations forfollowing Manly Protagonist on this quest or for seeking revenge on theBBERCAGWIAAA.

    Manly Protagonist Main character, follows the example of game

    characters like Marcus Fenix from Gears of Warand Duke Nukem.Is a massive, brawny farmer-turned-fighter, overconfident andbrash. Can be a vulgar man, a womanizer, and sometimes takeshis need to fight too far, seriously harming people he doesn'tintend to. Special Moves: Rocket Jump, Headbutt. SecretBackstory: Acts the way he does due to an inability to express hisfeelings or emotions. Suffers from abandonment issues do to anegligent father, from whom he inherited his treatment ofwomen. The mailbox destroyed by the BBERCAGWIAAA seems

    insignificant, but he reveals that it was built by him and hisfather, in one of the few times they were able to connect. Afterhe disappeared, it was Manly's only remaining shred of his father.

    Dan (aka Ball-less Dan) Dan is a pacifist from a clan of powerfulwarriors. An outsider in his own home, the young healer was castout of his society when he refused to take part in their violentmanhood rites. Though he cannot fight, he does have latentmagic abilities, which he uses to augment his skill with healingand curing others' ailments and wounds. Joins the party afterManly is almost killed by injuries sustained fighting a group of

    bandits. Manly and a few other PCs began calling him Ball-lessDan due to his unwillingness to help them fight their enemies.Special Moves: Bandaid, Summon First-Aid Kit. Upper LevelSpecial Move: Summon Sexy Nurse instantly heals party withscantily-clad female nurse. Motivation: Traumatized from the lossof a close family member at a young age, Dan refuses to harmanother living being. Still wants to prove himself as a real man,but doesn't want to have to conform to the image expected of

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    him. Annoyed by partymates' taunting, but never responds inkind. Only goes with Manly and the party to protect them and dogood along the way.

    Amazon Princess #3,086 (initially called Princess by Manly,

    later simply referred to as Eighty-Six). Youngest in a long line ofAmazonian warrior women, Eighty-Six isn't content with mostwomen's role in the wild society. Constantly fights others in thegroup for dominance, tries to prove herself through feats ofstrength. Special Moves: Cleavage cuts enemy in half withsword, Flash stun enemies by flashing her breasts. Motives:Wants to be treated like a human being, rather than just awoman. The fact that even her name makes her a cookie-cutterstereotype, is searching for her identity. Disgusted by the factthat all armor for women boils down to chainmail bikinis, wantsto make more suitable coverings but doesn't have the skill to

    craft armor. If you help her realize her abilities, she eventuallybecomes the group armorer, creating and improving gear forfree. Follows the group because the BBERCAGWIAAA and hisforces destroyed her home village and she wants revenge, but isalso compelled be her desire to compete with the pompousManly.

    These are not the only characters, but they are the three main PCs andthe first three party members. Eventually they are joined on their questby others. Other characters are similar in some ways, but also uniqueindividuals. All follow the same formula of being an example of a trope-

    ish stereotype with a subversive difference, or a person that doesn't fitthe mold expected of them, but desires to fit in.

    NPCsThere are a variety of groups and factions of NPCs, some allies, mostenemies. The majority of societies in this world are engaged in combatwith either each other or their environment. The Holds are the mostorganized settlements, but not the only one. There are wanderingbands of nomads and barbarians, some of which advanced enough,and friendly enough to trade with. Most are human, but there are somethat were changed by the nameless epoch that reshaped the world,

    such as trolls, orcs and dwarves. Imagine a strange blend of clothingstyles, organic or metal in construction. Everyone, with the exceptionof Dan, are visibly armed.

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    Most villagers are moderately generic, with some, such as importantNPCs and quest givers being unique looking. Some NPCs should havemusic specific to them, so they are identifiable in any scene they arein.There are many enemy NPCs, most of which are human, but there aresome of the other, newer races among their ranks. Raiders, maraudersand cannibals are commonplace. A rather large minority of mutatedhuman beings are infamous for their psychotic behavior and need forviolence. Some, like Dan's clan, hold deep respect for their strengthand ferocity, worshiping them like avatars of their gods and leavingofferings for them. Most cannot be interacted with, but some can, if

    only to deliver an evil cackle or monologue.Speaking of monologues, the bosses, incredibly strong enemies, aremore than happy to fill their roles as the bad guy. They are oftenerudite, insane or power-hungry, commanding their minions withdisplays of violence. They are often brought down due to their flawswith one exception: the BBERCAGWIAAA. He is a unique character inthis world. He doesn't act like the stereotypical evil villain, more like amorally ambiguous adventurer-turned-emperor. He is incredibly genre-savvy, often times exploiting tropes of the RPG and FPS genres to trapthe heroes or avoid defeat. Looks strikingly normal compared to hisblack armor and spike-clad subordinates. Has no theme music to

    represent his unique tendencies. Will be a constant threat to thecharacters, and will run into them several times during their travels,almost always escaping unscathed.

    StoryThe premise ofModern War Battles is that you control a group ofheroes trying to rid the world of a great evil, while fighting against thelimitations of their society and dealing with their individual conflicts.

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    The final goal of the game is to defeat said evil, but along the wayplayers will be encouraged to help his party deal with their problems.They start out of humble beginnings, but as they adventure, helpingother people and each other, they improve their skills enough to takeon the BBERCAGWIAAA. The fact that several outcomes and endings

    are shaped by the dialogue choices of the player, the story could besaid to be shaped by the gameplay.

    Reflection

    Dissoi LogoiThis game could have the opposite of the intended effect, glorifyingthe negative aspects of modern videogames it is trying to parody. Buthopefully the way the characters of the game are changed in positiveways by moving away from the tropes and behavior they represent,

    coupled with the bad endings created by making terrible choices wouldconvince them otherwise. An alternate reaction to the game would beseeing it as a critique of society rather than the videogame tropes itseeks to parody. This is not the intended effect, but it is still a welcomereaction. After all, videogames are a part of art, and a reflection of theculture they are made in. The negative influences of society havecaused game developers to make games in this way.

    CompositionGame design is a very new form of expression and media, andpresents challenges unique to it. The videogame is a combination of all

    other art forms that tries to unify these disparate elements to form acohesive whole. They cannot be created without knowledge ofadvanced computer technologies, and are amazingly complex whencompared to similar forms of expression, such as music or the writtenword. The videogame is the ultimate form of multimodal composition,made unique due to its complete reliance on audience participation.Not only does this advance the plot being conveyed, this interactivitycan lead the story in completely different directions. Videogames offertheir audience an opportunity to direct the action of a story throughparticipation.The benefits are obvious: with the audience being such an active

    motivator in plot, more complex stories can be told, individualelements can be explored more fully than in film or television, whereaudience participation stops at observance.The main drawbacks of videogames as a form of composition are allrelated to the age of the medium. They are a ridiculously newtechnology, only advancing beyond the toyish Pong and simplenarratives such as Donkey Kong in the last few decades. The conceptof videogames being used to tell complex, mature stories is a relatively

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    recent idea. They are often relegated to children's toys, whichrepudiate their potential as a viable medium for serious art or a realmessage.