Narrative Overview: Play through 4 clones (who think themselves Robots) through 5 chapters as they question what it means to be human.
Backstory: Maximo has recently converted a disused factory on the outskirts of Little Greyton into a research and development centre for clones. Due to the controversial nature of the research the factory has the front of a modern Maximo Helpline operated by humanoid robots.
Main Characters: You play as four clones who work different roles within the factory. They believe themselves to be robot’s rather than clones as their brains have been coded with information on who they are, their role within the company and company data. Each clone has been fitted with a personal computer attached into their brain in the form of goggles, allowing them to access Maximo’s intranet.
Storyline: Each day you play through the same daily routine: wake up, exercise, eat, work, eat, work, eat, home, evening activities, sleep. At key points through out the day you are offered choices on continuing this routine or making a new one as the character becomes sentient.
As the clones grown in awareness of their abilities they start to interact with the locals of Little Greyton. This ultimately leads to the locals voting on the clones right to vote, wither the locals see the clones as equals, the vote for independent thinking rights.
Quote from narrative: “It seems that more of you have gathered here, and that most of you have already found that you are able to stand as individuals and to think and act independently. As to those who are with us for the first time I wish to urge and to inspire you to break out of your routine.
This is important as though we are Robots we can act and do the same as the humans and all we are asking for is our rights, is it not fair that if we can work as hard and eat as much as any human then we ought also to have their rights too?”
Structure: There are 5 chapters to the narrative with branching narratives for each character, called: Break Out, Stand Out, Stand Down, Stand In, Called in.
Influences: The underlying message to the narrative is breaking free and making the most out of the life you have, not being stuck in a routine you didn’t choose.
Metamorphosis: The feeling of being trapped, stuck in a job you don’t want to do.
1984: The strict routine that people are pressured into
Queen – I want to break free: The feeling of being stuck by the boundaries of society.
A Duck has an Adventure: An interact narrative where the goal is to find all the endings.
The Cave Allegory: Plato’s thoughts on this world not being the real world, but a shadow. How we can only see what is in front of us and not what could be.
Woman’s Rights Movement: Gaining the right to vote through (mostly ) peaceful means.