Tuesday, 16 October 2012

XB3001 - Concept Document First Draft



1.     Games Overview


[GAME NAME] is a first person video game set amid the atrocities of the Siege of Sarajevo. The capital of Bosnia and Herzegovina was attacked on the 5th of April 1992 and was held siege for 3 years, 10 months, 3 weeks and 3 days before agreements were met on the 29th of February 1996; the longest siege of a capital city in modern history. Over 8,000 soldiers lost their lives but the true tragedy lies in the 68,000 civilians killed or wounded. The game is designed

Split into two chapters [GAME NAME] first follows cameraman [CHARACTER NAME 1] in the opening days of the siege, with minimal use of weaponry in this section the player will rely on tactical evasion with more of an observational/explorative role, assisting locals and soldiers as opposed to being directly involved in the conflict.

The second chapter set 2-3 years later (after NATO forces have intervened to relieve the city of siege) sees the player take up the role of [CHARACTER NAME 2] a squad leader in the NATO contingent. Here weaponry is much more available but the player is encouraged and rewarded to seek out peaceful/non-violent solutions by instructing squad members to stand-down or directing civilians to safety.

In these two chapters the player re-visits the same locations after several years of war and destruction, emphasising the scope of the horrors that took place. In addition to this the game is grounded with the use of real footage being blended into cut-scenes. The game is designed to impact upon the player the seriousness and reality of the situations portrayed, especially as those of younger generation are likely to be unaware of the conflict.



2.     Game Narrative


[GAME NAME] is set during the Siege of Sarajevo (1992-1996) and stays as true and factually accurate to the events as interactive media allows.

The game is split into two chapters




3.     USPs (Unique Selling Points)


Communication System

The player is required to communicate with the AI throughout the game. This is controlled through voice commands on a headset, or through a speech menu system similar to that of the Battlefield or Counter Strike games. [GAME NAME] brings added depth to this mechanic however as this interaction can initiated with any character in the game.

Consequence System

This system of AI tracks and reacts to your choices; actions and conversations in and out of combat; forcing the player to react to the game as much as it reacts to them. Characters will give unprompted feedback on your actions – indicating to the player that they are or aren’t playing the game correctly. Player choices will cause teammates to be helpful or ignorant; civilians will respect or resent what is said to them, foes may even be convinced to lay down arms. This does not affect the game but greatly affects how it is experienced.

Use of Live Footage

[GAME NAME] is as much a moral experience as it is an interactive one.

“The siege of Sarajevo, as it came to be popularly known, was an episode of such notoriety in the conflict in the former Yugoslavia that one must go back to World War II to find a parallel in European history. Not since then had a professional army conducted a campaign of unrelenting violence against the inhabitants of a European city so as to reduce them to a state of medieval deprivation in which they were in constant fear of death. In the period covered in this Indictment, there was nowhere safe for a Sarajevan, not at home, at school, in a hospital, from deliberate attack.”

Prosecution Opening Statement, ICTY vs Stanislav Galić, 2003

This game is not designed to be taken lightly or glorified the subject matter that it tackles was hugely devastating; and whilst gameplay encourages the player to act morally the visual impact of revisiting a location after years of conflict is much more impacting. Similarly cut-scenes will integrate real footage and photographs to further root the experience for the player emphasising the reality of the issues tackled.