Classes have started again, and the first assignment in my Game Design Process class was to create three game concepts that we might like to build in Unreal. I wanted to share my three. The one I’ve chosen to continue is Unreliable, but I’d love feedback on all of them.
Quantum Crisis
Genre: FPS/RPG
Theme: At what point does duty cross into complete lack of choice and individualism?
Story: You play as Adrian Trudeau, a young Captain of the Fleet sent to a remote island with a squadron of four soldiers under your command. Your orders:
1.) Find and secure the research specimens
2.) Retrieve any documentation
3.) Destroy the facility
Things do not go according to plan, however. You are forced to kill to complete your mission; merely an extension of your duty. And yet as you reach the research facility, you begin to realize that you have followed your orders directly into the pit of what promises to be eternal guilt.
Setting: Island jungle research facility. Assets include tunnel, huts, research bunker, supplies, ATV, helicopter, various furnishings and area items, foliage.
Characters: PC, four soldiers; marine class (allies), two soldiers (enemies), four researchers (enemies), six civilians (enemies).
Gameplay: First-person ‘slaughter’ shooting mixed with squad tactics. Single-player CTF mechanics: NPCs can alter your gameplay experience by claiming resources first. Story Integration: Playable ‘flashbacks’, narrative techniques woven into gameplay. ‘Leap’ mechanic: Relics from the facility will trigger intense bouts of emotion for the player that leap them into the lives of others.
Fallacy
Genre: Non-violent FPS
Theme: Propaganda and fear-mongering are dangerous tools in even the most well-intentioned hands.
Story: Paranoia has broken out in your small colony. Your people have been subjected to martial law after sabotage propagated against the civilian-based government. Such actions are threatening your way of life – the utopia you as a people have strived to achieve – and you, a reporter who has always maintained rather strong opinions, now find yourself a chief suspect. Now you must use the only tool in your arsenal – your camera – to get yourself off the hook and the subsequent chopping block. Will you search for the truth, or just make a convincing argument to put someone else in hot water?
Setting: Block of a rundown city, much like the Cylon-occupied Caprica in Battlestar Galactica. Assets include various buildings (no entry), vehicles, area items for flavor, propaganda materials.
Characters: PC, colony president, colony advisor, three prominent townsfolk, eight civilians, four soldiers.
Gameplay: First-person camera shooting to record certain actions. Choice-based mechanics: Player can search only for the true culprit, catch incriminating shots of innocent people, or go so far as to alter subjects and photos.
Unreliable
Genre: FPS
Theme: Sometimes the person you must trust the least is yourself.
Story: As one of the last remaining ‘pureblood’ humans, you were snatched up from a young age and brainwashed for use by the Galactic Civil Alliance as part of a project to create an unquestionable board of officials meant to represent all of humanity. But during the Rebellion you were freed from your prison, only to enter one that is far worse by comparison. Without the drugs to which your body has become acclimated, you are beginning to hallucinate. Not only can you not recognize friend from foe, but you’re not entirely sure what humanity really looks like anymore…
Setting: Interior of the experimental facility, now under siege by the Rebel Strike Force. Assets include animated lights, animated doors, animated lift, cameras, alarm systems, various area items for flavor.
Characters: PC, experiment facilitator, Rebel Strike Force Captain, five Rebels, five GCA soldiers, two security bots, one medic bot.
Gameplay: Standard ‘slaughter’ shooting when applicable. Literary technique: Unreliable Narrator. This technique greatly affects gameplay as the player can never be sure if what they’re seeing is reality or a hallucination from withdrawal. This encompasses not only enemies and setting, but also weapons.