Broussard Game Design Doc FINAL

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Final version of ENGL460 game design document
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  Blood Pressure  Travis Broussard Table of Contents Design History..............................................................................................2Vision Statement..........................................................................................2 Logline..........................................................................................................2Synopsis.......................................................................................................2 Game Description.........................................................................................2Objectives....................................................................................................3Gameplay Description..................................................................................3 Tutorial.........................................................................................................3Character Selection......................................................................................3Conflict/Argument.........................................................................................4Challenge/Procedures...................................................................................4Outcomes.....................................................................................................6 Game World..................................................................................................7Characters....................................................................................................8 PCs...............................................................................................................8NPCs.............................................................................................................8 Story.............................................................................................................9Dissoi Logoi................................................................................................10Composition...............................................................................................11  Introduction Design History  This game is the product of a writing assignment for an AdvancedWriting class. The concepts and components of the game are based onalready existing properties and game mechanics. It is designed toexplore the mentality associated with a certain media environment,specifically violence in the media, desensitization, and increasinggraphic content in popular culture. Vision Statement Logline ã Blood Pressure is a game that explores the glorification andprevalence of violence in the media by guiding the playerthrough everyday situations that feature graphic or violentcontent and scoring based on their choices. Synopsis Blood Pressure will be a first-person role-playing game wherein theplayer portrays a silent protagonist with no identity or other concretepersonal details. Effectively, the player is playing as themselves goingthrough a typical day. Throughout the game, the player will bepresented with a series of increasingly violent and/or graphicsituations, either in person or in some form of media (TV, books, etc.). The PC will be tasked with reacting to the situation, having a good,neutral, or bad choice for each situation. Decisions will reward points indifferent fields, and the PC’s ending will be determined based on theirpoint allotment. Game Description In Blood Pressure , players are placed into the role of a nameless,faceless, mostly silent protagonist. They play this character from thefirst-person, and therefore can layer their own personalities and goalsonto the character, effectively playing “themselves.” The PC is taskedwith going through three days in their life, and is given the choice of what to do and in what order they want to interact with events.Over the course of the game, the PC is tasked with completing a “to-do” list of various errands and other tasks, such as picking up groceriesor going to see a movie. The player is free to tackle the list in whateverorder they choose, and is given a number of options for several of theitems. A few options have social aspects, where the PC interacts with asmall cast of diverse friends with different likes, dislikes, personalities,  etc. These friends will interact differently based on how the PCmaneuvers through the game.As they work their way through the list, the player will encounter anumber of situations that could be considered violent or graphic. Thiscan range from news about a death toll in a war to copious amounts of bloodshed in a film. In some cases, the player will be given a choice onhow to react to the situation, for example electing whether or not toread further into the war story. The player's choice will dictate howpoints are distributed into “desensitized” or “sensitized” categories.As the game goes on, the player's point distribution affects how peoplereact to the PC and how the PC will respond in turn. The friends sit ondifferent sides of the scale and will like/dislike the PC more dependingon how they have been making choices. Players will be forced tochoose between friends while maintaining their own moral and ethicalboundaries, striving for a balance where they can be comfortablysatisfied by the endgame. Formal Elements Objectives ã Give players a simulated example of how violence in the mediacan affect day-to-day life and create social and moral challenges ã Show different viewpoints regarding media violence and theirpros and cons ã Provide a player with suggestions to deal with various situationsand their pros and cons in gameplay ã Inform players that balance is key and that they can deal withsituations using critical thinking Gameplay Description Tutorial Players will be given a series of popups at the start of the gameexplaining the controls and options available. Points and choice wheelswill be explained when they become relevant. Players are given their“to-do” list (a series of objectives) and a simple map of the “overworld”immediately after the initial tutorial. Character Selection Players portray a nameless, faceless, silent protagonist (with theexception of reactions and responses in conversation, which are givenin text form) from the first person. The only thing players choose is  their character’s gender, and this has no effect on gameplay otherthan the pronouns used to refer to the PC. Conflict/Argument  The player is faced with a number of violent and/or graphic sequencesover the course of the game via in-game newspapers, television,internet, etc. It is up to the player how they react to the events, andthey are given a context wheel with a number of different optionsbased on the event itself. For example, if the player reads the paperand sees a story about a high death toll in a war overseas, the playercan elect to either keep reading the story (and accumulatedesensitization) or move on to a different story (accumulatingsensitization), each option possessing its own pros and cons. The player's goal through the game is to choose whether to becompletely desensitized, completely sensitized, or balanced, with the“ideal” option being as close to balance as possible. There are multipleendings depending on which stage the player reaches, and again, thebalanced option is considered the “best” ending. Regardless of theending, the game will suggest that a level of neutrality regardingviolence in the media is the ideal option in a modern setting. Theextreme ends of the spectrum will show what that particular kind of attitude can do to damage both social relationships and personalhealth. Challenge/Procedures  The main challenge players face is how to balance their decisions overthe course of a three-day cycle in order to satisfy their own personalexpectations and get the “best” ending. Their decisions when facedwith each scenario will directly affect not only their character’sdevelopment, but also the way NPCs andthe game world interact with and react tothe player. The player is encouraged tomake some choices by their companions,who all have different viewpoints andbackgrounds, providing opinions andthoughts on the scenario. As statedabove as an example, picking the moredesensitized or aggressive option willalienate/scare the more sensitivecompanions, and picking the less confrontational or sensitized optionmay annoy or frustrate the more up-front friends.When players make a decision, they are awarded a number of points ineither sensitized or desensitized fields, designated here on by the A dialogue wheel, like the onefeatured in Mass Effect  , is theplayer’s primary method of interaction with the world
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