Thursday, 13 October 2016

Task 2B - Extended Description Of My Game

Example

In the first part of this task I am presenting to you the extended narrative explanation for my game, before that however, I am going to show you an example of a triple A game with a industry standard narrative and give an explanation in my own words of how the game portrays this extended narrative. I will then use the same professional structure to extend the narrative of my own game.

Call of duty modern warfare 2:
Overview
Call of Duty modern warfare 2 is a sequel to call of duty modern warfare and is based around a modern war set in the year 2016 (it was released in 2009.) The story aspect of the game explores what the developers feel modern warfare would look like during the upcoming years, it explores moral and ethical dilemmas of the time such as the controversial topic of countries having access to nukes or being a terrorist and shooting down civilians in an airport.
There is also a multiplayer mode for the player to jump into which pits people in arena type based maps as they will fight against other players trying to complete the objective that have been given to them.

Aims
The aims of the game are different depending on which mode you play, for the single player mode the aim is to fight through each mission trying to complete the orders they are given which will eventually lead to the demise of the villain. As for the multiplayer mode the aim is to try and win the matches that you are placed into by completing the objective and killing the enemy team.

Rewards
The rewards of the game are different again depending on which game mode you choose to play, if you play the single player mode the reward the player receives is an experience of playing through a story and being part of a team that is trying to stop evil, the full reward is completing the single player mode. As for multiplayer there is more rewards available for the player, as they play through matches they will earn points for killing enemies, capturing objectives, arming/disarming bombs etc. They are also given rewards by levelling up as they unlock more arsenal to use in future matches, they can achieve “calling cards” and “icons” to customise their profile and show off to their friends and strangers.

Comparison
I am going to compare Call of Duty to another famous game that is quite like it known as battlefield. They are both relatively the same as they are both first person shooters and offer single and multiplayer modes. The only differences between the games are the single player narrative arc, the graphics that both games use, the weapons, size of multiplayer maps etc. Battlefield offers a more detailed version of war going for a more realistic spin on the FPS genre whereas Call of Duty is for more fast paced gameplay and people who want to jump into games without having more of a strategic element to worry about.

Atmosphere
The atmosphere of the game is quite serious and offers a dark look into the world of being a soldier during modern times, it will use serious world problems to underline a story of terrorism and threat and show the sacrifices and deaths of millions of innocent lives as well as people who the player have become accustomed to in hopes of offering the player a look into how war can really be like for people fighting on the front line.

Target audience
The ideal target audience for this game, in my opinion, is around 16-24 year olds. This is because there are strong mature scenes such as violence and swearing involved which shouldn't be seen by children. There are also a lot of controversial topics present that children wouldn't understand which shows the inappropriateness of them.

Part 1: The extended narrative of my game

My lost footprints:
Overview
My game is going to be set on an island in modern times, the game will feature a main character within the age range of 18-22 and being male. It will be set about him exploring an island that he has washed up on with very little memory of who he is, his previous life and where he is. The player will take control of the protagonist and will have to solve the story of why he is there and what has happened to the inhabitants of the island. Whilst exploring the character will interact with different objects, people and animals all of which will create mystery and add to the story and lore of the island. One character will be a woman who can be heard on the radio, she will talk to the player throughout the game giving hints and making conversation with him, either adding back story for the player or just comments for the player to listen to and reply back to.

The next character is a mysterious antagonist type character who will not speak to the player but will watch him from certain vantage points and disappear without saying anything but will leave markings on the wall that give hints towards the player. These characters will seem like polar opposites of each other and both will act suspiciously operating as a god vs devil personalities. The player will decide accordingly who is really good and evil. Two more interactions which are abnormal will be between the player and a cat who will speak as a voice of reason and give the player more sane and rational dialogue and the final encounter will be with spirits which will act out scenes of people who lived previously on the island.

As the player explores different environments of this island they will have to solve puzzles, read different forms of texts and listen to what each character has to say whilst piecing together the story of the island and why he is truly there. A final voice to be heard within game will be a babies cry which will offer the hugest mystery for the player to discover as the protagonist begins to go a little insane the longer he spends there.

Aims
The aim of the game is for the player to try and piece together what is going on with the island by reading into the lore of it and listening to a lot of offered dialogue. They must solve different puzzles and get to the end of the game coming to their own conclusion of what they feel the game is about and what happened.

Rewards
There won't be many rewards in game as such, the rewards that the player will recieve will be the backstory and lore that they will learn through exploration. This game is concentrating on rewarding the player through its story telling, their exploration of the game and their puzzle solving skills rather than any other factors.

Comparison
A similar game to this is fire watch as that is a walking simulator with a mysterious storyline. The character interactions will be similar to an extent and the exploration of the world will be hugely different, while fire watch had an open world type exploration mine will be more linear with exploration put in sections of the game, so the player can explore and gather information but once they progress far enough they will not be able to walk backwards.

Atmosphere
The atmosphere will change drastically throughout the game, it will offer moments of suspense, humour and will explore into dark and psychological themes of the human mind. It will have a good balance to offer these emotions to the player and will only change at the appropriate times as to give the player an in depth story that they can really sink their teeth into. It will also change as the player explores different areas of the island, with a bright and warm atmosphere on the beach and town but a dark and gloomy atmosphere within the army base and bunkers.

Part 2: My Target Audience

Target audience
The target audience for my game will be between 15-20 as they will be the most likely to relate to the character that I am portraying. The age range will also be the most logical to portray the psychological themes that I want to present in my game. The gender demographic can be any gender, in my opinion, even though the main character is male it can be played by people of the opposite gender and of non-binary gender who could get the same emotions and feelings that someone of the male gender would experience. This game is to explore more into the emotions of a person who is slowly going insane stranded on an island with abnormal happenings, and so can be experienced by anyone with an open enough mind.

I will also have mature themes featured within the game such as seeing scenes of blood and hearing vulgar language during conversations as to create more realistic reactions and discussions between people of an older age.

Part 3: Conceptual Drawing

Below are some concepts I drew using my own imagination and the internet for inspiration, I plan to scan them in and recreate them in photoshop to use for storyboarding of my game.






Photoshop
These are my sketched concepts after I took them into photoshop and designed them with colour and shading.






Promotional art
The two pieces of art below both help to promote my game, the first is a map of the island that can be used in game to help let them know where about on the island they are, the second piece of art is the cover art for the game if it had a physical box for the game.



Part 4: Storyboards

Intro to game
This first storyboard shows the beginning of the game, it allows me to showcase the person view and establish the more extensive storyline I want to present.

Overview of game
This next storyboard allows me to showcase the overall view of the game and how it will unfold. It is less detailed but shows how it will start and progress through until the end.


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