Friday 18 January 2013

XB3002 - Initial 3 Concept Ideas



Game 1: Turn Based Strategy Game Xcom/Defcon Influenced/sequel
Set on Korean Peninsula (although the involvement of neighbouring countries, relationships and politics are impossible to avoid) Main interface is a World Map focussing on the Korean Peninsula (still using the generic world map layout).
The game has local skirmish type combat – these can only take place on the Korean Peninsula all other skirmish combat is out of the player’s hands.
Korea is a fully populated area and skirmishes can happen in any subsection of the map, making each playthrough of the game different depending on the player’s actions, decisions and reacting AI.
Skirmishes are generally smaller scale (Small units like Dawn of War 2 as opposed to a Total War game with thousands of troops) reflecting the nature of modern warfare and maximising player interaction.
World Map is tactical Xcom style, throwing challenging decisions at the player often with no clear “correct” answer.
Player’s aim is to quell NK and re-unite a peaceful Korea.


Game 2: Spec Ops: The Line sequel
Set in near future. North Korea had appeared to rationalise and move away from its dictatorship ideals, opening up to the World. But after a public embarrassment (ie failure at Olympics – by disqualification because of enhancement drug taking) they relapse, drop off the radar and are silent for a decade.
3rd person shooter game with heavy weighting on the moral ambiguity of what they are doing and what has/is happening around them. Player controls a squad leader of a small group of US-South Korean soldiers (US-South Korean forces have formed a coalition in this future scenario). Game is light on squad tactics. Crossing the DMZ to rescue a recon patrol behind enemy lines who had broken radio silence and are now MIA.


Game 3: Platformer game with influences from Braid and Fez
The player controls a child, whose parents have divorced and now hate one another. Player’s aim is to re-unite the parents by collecting…… (love letters from their relationship – these are hidden throughout the game). The divorced parents provide an analogy for the re-unification of Korea (North and South) – influenced by the story of Okhwan Yoon. The player made aware of this at the end of the game in an epiphany moment like the final stages of Braid. Where the story elements are brought together and re-aligned to reveal their true meaning.
Cartoon aesthetic, 2D,  Art style heavy.
Storytelling influenced by Braid and Fez. Braid and Fez both portray melancholy narratives (fez less so) whilst keeping a beautiful aesthetic and despite this manage to hold emotional weight.
The game starts in a 2D village over-world, through which the player unlocks different levels.
The player begins by talking to all their parent’s friends. None of them are 100% happy with the idea of them getting back together (for different personal reasons). The player has to try and satisfy each of them by completing quests for them (ie collecting an object or convincing someone else into something –potentially start a new relationship between these side characters?). Completing these mini-quests rewards the player with a memento from the parents’ past. These mementos can be equipped in levels to reveal hidden areas or grant them passage to a previously unreachable location.
In the end the player finds it is very difficult/impossible to satisfy everyone’s needs and the process isn’t as idyllic or straightforward as they first thought.