Thursday 24 January 2013

XB3002 - Command: Korean Peninsula Concept Unformatted



Command: Korean Peninsula

Genre
Theme
Players
Turn Based Strategy
War, Mystery, Simulation
Offline: 1

Game Overview
Command: Korean Peninsula is a realistic Turn-Based Strategy-Simulation War game with Real Time Tactic sub-sections. Set on the Korean Peninsula and based on the tension between North and South Korea, the player assumes the role of South Korea in 2020. Through a turn based campaign map with real-time skirmishes the player must unify Korea whilst maintaining political stability in the neighbouring regions. Using diplomacy and tactical politics by cooperating with neighbours and residents involving resource management, economics, and military intervention to complete objectives and unify Korea.


Unique Selling Points
  1. Fight for every inch: Skirmishes can occur anywhere on the Korean Peninsula, the entire area is active and skirmish-maps can occur anywhere. Making each skirmish/playthrough a unique experience.

  1. Decision and Consequence:
The player is challenged throughout the game with tough choices presented to them in the world map overview.
Sovereignty: The player must be aware of problems that may arise as a result of the conflict with North Korea; will China take sides or feel threatened? Is nuclear fallout likely? Can it be prevented?
Business Management: Utilising the South Korean economy and advanced electronic markets the player can upgrade military equipment, defences, facilities and unlock new squad types (through the games technology tree) to help the player in the world map and skirmishes.
Egalitarianism: The player has to be diplomatic in order to keep existing citizens happy whilst also accommodating the adopted North Korean population. Failing to do this may result in revolt.


Gameplay
The main game mode of C:KP is the campaign. This is a long-term game mode where the player must tactically govern Korea on a global level and in small scale combat skirmishes in order to try and Unify Korea and complete the game.

Gameplay starts during a time of peace, this “tutorial stage” allows mechanics and features to be introduced to the player gradually before any substantial events occur. The start of the game presents the player with objectives to complete to progress, as the player gets further in however objectives become larger and less frequent making every player’s experience very different and enables excellent replay-ability.

Both elements of the gameplay are presented in 3D with an isometric camera (which can easily be moved by the player). The World Map is predominantly flat with Google Earth style detailing, in combination with hovering annotations over cities, units and facilities.
Skirmishes take place in full 3D environments from a section of the Korean Peninsula. These are small scale in terms of units, reflecting the nature of modern warfare; this also heightens player control, interaction and immersion. Skirmishes require the player to resist or eliminate enemy forces, players will gain bonuses for completing side-missions within this.


GUI
The player interacts with the game through a toolbar at the bottom of the screen combined with point-and-click interaction and hotkey support. The toolbar consist of; buttons linking to all the elements the player is required to manipulate, a list of recent events and a mini-map showing the player’s current position.


Game Reference
The over-world turn-based strategy of Total War, the simulated narrative progression of DEFCON, the challenging decisions of XCOM and the skirmish combat of Dawn of War 2.