Game Design Degree progress blog of British student Rob Goddard. Research, Concepts and Developments from the three modules.
Thursday, 31 January 2013
Wednesday, 30 January 2013
XB3002 - Spec Ops: DMZ Revised Concept - "THE DMZ" Unformatted
The DMZ
Genre
|
Theme
|
Players
|
Squad Based Third Person Shooter
|
Horror of War, Morality
|
Offline: 1
Online: 8-24
|
Game Overview
The DMZ (referencing the De-Militarised Zone between North
and South Korea) is a third person, squad based shooter designed as a moral
quandary, immersing the player into challenging situations and choices. Set in
the near future; North Korea has appeared to rationalise, moving away from its dictatorship
ideals. Opening up its population and borders to foreign products and ideas, but
after public embarrassment (through mass drug test failure at the Olympics),
the leaders relapse and take their nation back off the radar, falling silent
for a decade. The player assumes the role of a medic in a Korean-American recon
squad who are crossing the DMZ to rescue a patrol that is MIA. The player
quickly finds themselves as the commanding officer of the unit deep behind
enemy lines.
Unique Selling Points
- MEDIC!!: All supplies are sparse, players must learn to collect and conserve. Comrades may get injured, a bullet to the shoulder (impeding accuracy) does it justify treatment? Occasionally the player will stumble upon POW’s, eager to join the fight. Many of these will require nourishment forcing the player to choose to give up their precious supplies. This system is also utilised in the online multiplayer amongst teams.
- Moral Deliberation: The DMZ provides morally challenging entertainment and lets players’ actions craft the story. The player’s role of a medic strengthens this experience, forcing the player to make difficult, involving decisions, immersing them into the experience.
Gameplay
The DMZ is a third-person war game with an emphasis on
morality, or awareness of morality. The game has a cover mechanic, utilising
the camera angle, and also includes a simple squad-tactics system; allowing the
player to choose targets, positions and the movement of their comrades.
As a medic and the highest ranking officer (after the squad
leader is KIA early in the game) the player is required to guide and care for
their team. New weapons can be found as the game progresses – mainly North
Korean because of the location but the player will sporadically receive care
packages providing supplies, equipment and/or weapons.
If the player acts rashly (immoral) characters in the game
will start to become frustrated, questioning the player’s authority and
actions, occasionally even refusing to comply. On the flip side if the player
acts responsibly – especially in terms of their medical duties, they will
respond and perform better.
An online multiplayer mode is also included supporting 6-24
players. Gameplay is team based, facing 2 teams against one another across 5
modes and 10 maps.
GUI
The game is presented with hyper-realistic visuals with no
HUD - to heighten immersion in order to achieve the best moral/emotional
connection with the player. The game portrays all information diegetically, for
example ammo is displayed on the weaponry which can clearly be seen in the 3rd
person perspective, and health is displayed through character animation and
clarity of the screen. Equipment can be seen upon the player, as will weapon
attachments.
The DMZ adopts a familiar control layout akin to many third
person shooters, with the addition of the Medic mechanics and development on
the squad tactics, which simply expand on features previously provided.
Game Reference
Inspired by Spec Ops: The Line this game works on the
element of moral conflict that it tried to convey, influenced by films like
Errol Morris’ Fog of War, The Act of Killing and Ari Folman’s Waltz with
Bashir.
Labels:
XB3002
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
- 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.
- 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.
Labels:
XB3002
XB3002 - Spec Ops: DMZ Concept Unformatted
Spec Ops: DMZ
Genre
|
Theme
|
Players
|
Squad Based Third Person Shooter
|
Horror of War, Morality
|
Offline: 1
Online: 8-24
|
Game Overview
Spec Ops: DMZ is the second game in the rebooted Spec Ops
series, designed as a greater moral quandary than its predecessor, immersing
the player into challenging situations and choices. Set in the near future;
North Korea has appeared to rationalise, moving away from its dictatorship
ideals. Opening up its population and borders to foreign products and ideas, but
after public embarrassment (through mass drug test failure at the Olympics),
the leaders relapse and take their nation back off the radar, falling silent
for a decade. The player assumes the role of a medic in a Korean-American recon
squad who are crossing the DMZ to rescue a patrol that is MIA. The player
quickly finds themselves the commanding officer of the unit deep behind enemy
lines.
Unique Selling Points
- MEDIC!!: All supplies are sparse, players must learn to collect and conserve. Comrades may get injured, a bullet to the shoulder (impeding accuracy) does it justify treatment? Occasionally the player will stumble upon POW’s, eager to join the fight. Many of these will require nourishment forcing the player to choose to give up their precious supplies. This system is also utilised in the online multiplayer amongst teams.
- Moral Deliberation: The Spec Ops is known for providing morally challenging entertainment. SO:DMZ takes this concept a step further providing alternate story arcs depending on the player’s actions. The player’s role of a medic strengthens this experience. Forcing the player to make difficult decisions, immersing them into the experience.
Gameplay
Spec Ops: DMZ is a third-person war game with an emphasis on
morality, or awareness of morality. The game has a cover mechanic, utilising
the camera angle, and also includes a simple squad-tactics system; allowing the
player to choose targets, positions and the movement of their comrades.
As a medic and the highest ranking officer (after the squad
leader is KIA early in the game) the player is required to guide and care for
their team. New weapons can be found as the game progresses – mainly North
Korean because of the location but the player will sporadically receive care
packages providing supplies, equipment and/or weapons.
If the player acts rashly (immoral) characters in the game
will start to become frustrated, questioning the player’s authority and
actions, occasionally even refusing to comply. On the flip side if the player
acts responsibly – especially in terms of their medical duties, they will
respond and perform better.
An online multiplayer mode is also included supporting 6-24
players. Gameplay is team based, facing 2 teams against one another across 5
modes and 10 maps.
GUI
The game is presented with hyper-realistic visuals with no
HUD - to heighten immersion in order to achieve the best moral/emotional
connection with the player. The game portrays all information diegetically, for
example ammo is displayed on the weaponry which can clearly be seen in the 3rd
person perspective, and health is displayed through character animation and
clarity of the screen. Equipment can be seen upon the player, as will weapon
attachments.
Spec Ops: DMZ adopts the same control structure as its
predecessor, with the addition of the Medic mechanics and development on the
squad tactics, which simply expand on the features previously provided.
Game Reference
Sequel to the popular shooter Spec Ops: The Line this game
works on the element of moral conflict that the original tried to convey,
influenced by films like Errol Morris’ Fog of War, The Act of Killing and Ari
Folman’s Waltz with Bashir.
Labels:
XB3002
XB3002 - Unify Concept Unformatted
Unify
Genre
|
Themes
|
Players
|
Adventure Platformer
|
Fantasy, Re-union, Cupid
|
Offline: 1
|
Game Overview
Unify is a side-scrolling platformer. The player assumes the
role of Charlie, a child whose parents have recently divorced. Designed as a
commentary on uniting something that is now divided (namely North and South
Korea) the player must do what they can to re-unite the mother and father.
Charlie begins by talking to the people in the town, none of whom are willing
to help or totally happy with the idea. The player has to pander to each by
completing a quest or request, rewarding them with a memento from Charlie’s
parents’ past.
Unique Selling Points
- Letters to a Loved One: The narrative of Unify is progressed through Charlie collecting their parents love letters which have been scattered throughout the world. The letters pull the player into the mysterious narrative keeping them ever, the letters aren’t specifically organised, however the flow of the game encourages them to be discovered in a rough order. These letters amount to an epiphany “wow moment” ending.
- Mementos: By completing the quests set by the townsfolk Charlie can collect mementos from their parents past. These can be equipped in-game each granting a different bonus, and can be used alone or in combination. These are used to reach new/secret areas, granting access to more letters.
Gameplay
Inspired by the efforts of Okhwan Yoon, Charlie must travel
the world to re-unite their parents. Each of the 6 areas represents vastly
different environments divided into; Artic, Jungle, Grassland, Desert, Coast
and Mountain, each of these 6 areas have 10 stages increasing in difficulty.
The Narrative of the game is designed to culminate to an
end-point where a slight twist is introduced revealing the metaphor behind the
game. This point is reached by collecting the parents’ Love Letters. The player
starts in the game over-world, Charlie’s village. The majority of the quests
originate here (from the townsfolk), and also serves as a hub to access each of
the 6 areas of the game.
Charlie can move left and right, can jump and slide (as a
platformer jumping is more prevalent). Charlie has to interact with the world
including, talking, pick-ups, switches etc all of which are activated with a
single button. Movement is also occasionally aided by the help of moving
platforms, ladders, springboards and ropes.
The Mementos add an extra dimension to the game each
granting the player a different new ability, these are used to reach new areas,
traverse puzzles quicker/easier and ultimately to reach the Love Letters. More
than one memento can be equipped however some cannot be equipped at the same
time for example Charlie cannot wear two hats at once. Abilities include,
inverting gravity, strengthening usual abilities, smashing through certain
elements, lighting up dark places, revealing hidden ladders/platforms,
parachutes and grappling hooks amongst others.
GUI
Unify is presented in a pixel art format. The game has no
HUD, dialogue is presented as speech bubbles, Unify has a 1-hit health system but
players respawn at checkpoints which are evenly spaced throughout the levels. Players
are recommended to use a gamepad especially for the harder platforming/movement
based elements.
Game Reference
Unify’s levels have a mood and feel akin to Superbrothers:
Sword and Sorcery EP, it is told through a narrative structure seen in games
like Braid, accompanied with an art style similar to Fez, with replayability
inspired by the Lego adventure titles.
Labels:
XB3002
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