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Main Plot Points

GDD || Home || Main Plot Points || Chapter 1 || Chapter 2 || Style || Demo || Shop Keeper

 

Main Plot Points

Chapter 1: Break Out

Play through each characters daily routine until you choose to do something different, this allows you to specialise in an area gaining a hobby.

Chapter 2: Stand Out

You gain more skills in these hobbies gradually becoming more experienced until you have the option to turn professional.

Chapter 3: Stand Down

The locals start taking an interest in your characters, some of your hobbies maybe banned and you have to work your way around the locals.

Chapter 4: Stand In

You band together to continue your hobbies and start to promote your ideals (the right to vote). You start sharing your hobbies with the locals.

Chapter 5: Called In

The locals take a vote on wither to accept your right to vote. The scientist can’t hide the fact you haven’t been to work and try to bring you back as there’s going to be an inspection from the managers.

END 

Bonus Chapter: Called Out

 

Endings

Depending on you relationship with the locals you gain the right to vote or not. Regardless you are brought into Maximo and the scientist forced to lock you inside to work like robots.

 

Bonus Chapter: Called Out

Play as one of the scientists who works at Maximo as you show CEO’s around the factory until the CEO realises it’s a research and development centre for clones and asks to speak to them. If the clones have gained the right to vote (deemed an asset to society) they are granted their freedom and live in Little Greyton doing the jobs they created for themselves.

Else if they don’t have the right to vote the factory is closed and all evidence is destroyed.

 

Design Decisions

I tried many different narrative ideas from aliens, mafia and more realistic narratives of dealing with grief, until returning to the imagery of commuter robots and office work. I felt the narrative best encompassed the mundane repetition of being trapped by social boundaries draining your world of colour. To develop the narrative you turn from trapped to free and embrace the world you live in rather than fearing it, proving to the people around you that you have worth, using the women’s rights movement as a reference.

 

 

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Backstory

GDD || Home || Backstory || Greyton || Maximo || The Factory || Bedroom || Jogging

Backstory:

In the near future Maximo, a massive conglomerate, has a monopoly on the technological infrastructure of Europe, facilitating the modernisation of England through the last 50 years. Maximo gained it’s position by offering Europe a solution to their energy crisis, through putting all electronic infrastructure under one roof. This was so efficient countries became self sustainable, relying on local power and produce.

As part of Maximo’s modernisation process the UK underwent a referendum, replacing parliament with a citizen wide voting device. This new system was renamed Democratic Decisions. Practically, this meant Government still existed but without their front runners. Motions could be raised by any member of Democratic Decisions (the Conservative and Labour parties still held their own offices under this title) which would then be voted on by the general public.

Other changes over the last 50 years included driver-less cars, more autonomy for local communities and technology has a slightly greater influence on peoples everyday lives.

Setting:

Greyton is a medium sized town in Southwest England located between the two major cities of Bristol and Bath. Maximo has recently converted a disused factory on it’s outskirts into a research and development centre for clones. Due to the sensitive nature of the research it has been disguised as a test run for a more advanced helpline operated by the first proper humanoid robots.

Design Decisions:

Metamorphosis was written during a time of change, focusing on macro and micro history. I wanted my narrative to have a background where a lot has changed but nothing much as effected the day to day lives. I wanted the story to feel like it could be realistic but with enough sic-fi to have some narrative freedom.

 

GDD || Home || Backstory || Greyton || Maximo || The Factory || Bedroom || Jogging

Narrative Style

GDD || Home || Main Plot Points || Chapter 1 || Chapter 2 || Style || Demo || Shop Keeper

The first loop written in prose:

Or play through it HERE (opens a new tab)

 

1Greyness envelopes you,

the swirling mist surrounds you,

falling you look up at the gaping white light in the sky,

waiting to hit the ground.

 

2A mechanical screech vibrates your body,

your eyes jump open,

staring at the ceiling,

you hasten to mute the symphony from hell.

 

3The alarm falls silent

and you face the day ahead of you,

lights flicker onto your window

where you hasten to present yourself before the screen.

 

4A garish flourescent pink top,

a wide cheshire grin,

begins barking instructions,

“Keep jogging, keep loosening those joints, I would if I were you.”

 

5The din dies,

releasing you.

Heading out into the still grey morning

a flick of colour from a poster catches your eye.

 

6Not breaking from the routine,

you march into the concrete block

Maximo, a corporation a conglomerate,

something bigger than was understandable.

 

7Head bowed you shuffle,

the hall echos,

as the space opens,

into a giant canteen, rows of metal tables.

 

8Lines are adhered to,

like ants in their nest,

joining one towards the back wall

you wait to be served this mornings portions.

 

9Hushed murmurs

and clatters of cutlery

fill the space as you settle onto a bench

you fill your face with sludge they call breakfast.

 

10Shuffling backwards

joining the queue out

the space encloses around you

as you burrow deeper towards your department.

 

11Swinging shut,

the door shuts you off

silence joins you as you begin to  work

plugging into the console you move files,

 

12transferring them:

from here to there,

from here to there,

from here to there.

 

13Snapping you away from the console

the screeching calls you

back to the echoey hall

for the next installment of nourishment.

 

14You thunk down lunch

and shuffle onto the bench

gazing over the canteen

coloured posters are scattered over the tables.

 

15You pick one up,

the red and yellow contrast

with a strong male figure at centre,

the text  “Join me , 7pm, The town hall.”

 

16Curious you slip it into your pocket

joining the shuffle out

and back to work

working your way down the rabbit warren to your desk.

 

17Again, transferring files:

from here to there,

from here to there,

from here to there.

18Your console starts flashing

signaling the closing of day

your effort is logged

as your footsteps echo in synch towards the smell of dinner.

 

19Dinner is served,

unceremoniously splattered onto trays

you finish and leave,

following the same footsteps that were taken into this concrete tower.

 

20Climbing the steps upwards

crumbling concrete decorates the walls

holding your hand against the door

it swings open, back into your simple quarters.

 

21You wait,

watching time tick

pulling out the poster

it’s tempting not to go to the evening activities but there.

 

27 The door slams locked

Taking the usual route

You had into the night

The bright neon sign of the Activity Hall draws you inside.

 

28 It’s a hive of activity,

reaching the reception desk

You check which groups still have spaces in

It’s a toss between two of the most sort after courses:

 

29 improve your efficiency

 

30 renew your systems.

 

22Clicking the door shut

you head back out towards the town hall

your feet know where it is

even if you have never entered.

 

23Pulling apart the wooden doors

A stage fills the focal point

Drapes of red leading the eyes

You shuffle in, waiting for the hall to fill.

 

24A couple, but not many join.

The man on the poster stands

Address his audience

“It is now our time, choose to be different.”

 

25The lights click shut

the signal to leave

you wonder, was there anything more life.

The routine you have, have always had, was that all?

 

26Outside the night seems less black

blue mingled between the darkness

back in the apartment you power down

readying yourself for another day.

 

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Shop Keeper

 GDD || Home || Main Plot Points || Chapter 1 || Chapter 2 || Style || Demo || Shop Keeper || Next Section

Conversation with Character 1:

Each time you enter the grocery shop you are given these options. When you get to an ending (not including self-check out branch) the next time you come in there is only one sentence of dialogue if you choose to talk to the shop keeper.

ShopKeeperNarrative

Positive Ending

  1. How is baking/researching going?
    • Good thank you
  2. You still enjoying baking/reading?
    • Thoroughly
  3. You must be really keen, you’ve been in here loads?
    • I really enjoy it
  4. You must show me what you have been creating?
    • I shall try to remember to bring one in.

Neutral Ending

  1. Would you like a bag for that?
    • Yes/No
    • Have a good day

Negative Ending

  1. Next time use the self check out I’m busy
  2. As a robot wouldn’t you feel more comfortable buying from a machine?
  3. You’re making other customer feel uncomfortable by being here.
  4. Here you go.

 

Conversation with Character 2

ShopKeeperNarrative2

NeutralSKN2

NegativeSKN2

Positive Conversations

  1. All you robots, getting creative so exciting new technology.
  2. You enjoying baking/reading?
    1. Yes
  3. How is Serenity getting on?
    • She is well
  4. You should remember to bring something in to show me what you do

Neutral Ending

  1. Would you like a bag for that?
    • Yes/No
    • Have a good day

Negative Ending

You get a randomly selected one from this list

  1. Next time use the self check out I’m busy
  2. As a robot wouldn’t you feel more comfortable buying from a machine?
  3. You’re making other customer feel uncomfortable by being here.
  4. Here you go.

 

Conversation with Character 3:

Positive Conversations

  1. Another robot! It seems my little shop is rather popular
  2. You know the rest of the town is getting rather curious
    1. Yes?
    2. They’re just exciting to see something exciting happening here.
  3. How is Serenity getting on?
    • She is well
  4. How is (other Robot’s name) getting on?
    1. Well
  5. Do you enjoy coming into town?
    1. Very much, although the factory is lovely as well
  6. Do come back and tell me how things are going

Neutral Ending

  1. Would you like a bag for that?
    • Yes/No
    • Have a good day

Negative Ending

You get a randomly selected one from this list:

  • Next time use the self check out I’m busy
  • As a robot wouldn’t you feel more comfortable buying from a machine?
  • You’re making other customer feel uncomfortable by being here.
  • Here you go.

 

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Chapter 2

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Chapter Name: Stand Out

By the end of this chapter there will a pair of clones working together depending on what they specialised as. There are 16 different combinations which produce 4 different pairings and 8 different individual choices.

 

Probability of Narratives:

There are four possible narratives: a Magazine run where the clones can advertise what they are doing, a band which provides entertainment for the locals, a bakery providing goods and a newspaper which provides information. Each activity shows that the clones have worth and are valuable to society.

 

Illustrator + Novelist = Magasine (7 in 16 chance)

Guitar + Harmonica = Band (6 in 16 chance)

Baker + Chef = Bakery (2 in 16 chance)

Photographer + Journalist = Newspaper (1 in 16 chance)

 

Individual Pathways

The characters who don’t pair up follow their own pathways to become professional in 6 steps.

HobbyPathWays2

 

 

 

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Chapter 1

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Name of Chapter: Break Out

You play as four characters starting as Serenity, where you have the choice between 2 hobbies. The next character you play as has a choice of two different hobbies dependant on the hobby Serenity chose. There are 8 hobbies in total between the 4 playable characters.

After playing through a character and setting a specialism, the narrative of the following character reflects the choices of played characters. By the fourth character you are more likely to interact with the first 3.

Starting as Serenity you have the choice between Baking and Illustration, to familiarise the player with the concept of the game. You can play as any other character after Serenity has specialised.

Once Serenity has specialised review the option tree below to see what the next character chooses between.

Chapter1Choices

 

Hobby path ways for Characters:

HobbyPathWays

 

Pathway 1

A flow diagram of how the looped narrative works for Serenity in the first chapter (this is also a simplification of the Twinery file):

 

NarrativeLoop
Click for clearer image

 

 

Character Interactions

Here is a list of where you can interact with other characters after playing through Serenity. 

 

Baker

  • See character with cup cakes in the canteen (lunch only)
  • Go up and ask about cup cakes, offer one (lunch only)
  • Talk about baking techniques (dinner only)
  • Be seen in Smile (grocery shop)

 

Chef

  • See character with granola (breakfast only)
  • Go up and talk about granola (breakfast only)
  • Talk about cooking techniques (at lunch time)
  • Be seen in Smile (grocery shop)

 

Illustrator

  • See character drawing (on way to work)
  • Go up and talk about drawing (on way to work)
  • Seen in PolkaDot (stationary shop)

 

Photographer

  • See character taking photos (on way home)
  • Go up and talk about photography (on way home)

 

Guitar

  • Can hear guitar playing (evening at home)
  • Seen in the music shop

 

Harmonica

  • Can hear the harmonica (evening at home)
  • Seen in the music shop

 

Journalist

  • Seen in Smile (grocery shop)
  • Talk about current affairs (in Smile)
  • Seen reading a newspaper (lunch time)
  • Ask about newspaper (lunch time)
  • Ask what they’re writing (dinner time)
  • Seen in print shop

 

Novelist

  • Seen in print shop
  • Seen in canteen reading (breakfast, lunch, dinner)
  • Ask about book (breakfast, lunch, dinner)
  • Shows you story ideas (breakfast, lunch, dinner)

 

 

Non Player Characters:

NPC’s are tied to locations, playable characters can only enter these locations if they have a correlating specilism, see below.

 

Smile Shop Keeper:

Could interact with the Journalist, Baker and Chef. There is the possibility that 3 characters could talk to the shop keeper previous conversations change the reactions of the shop keeper.

 

Music Shop Keeper:

Could interact with the Guitar player and Harmonica player.

Book Shop Keeper:

Could interact with the novelist.

Print Robot:

Could interact with Novelist and Journalist.

 

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Serenity

GDD || Home || Serenity || Daisy || Naming Conventions || Base Personality/Code

Character Bio

CharactersFinal-01

Name: Serenity

Job: Service Desk Analyst

Job Description*: Responds to requests for technical assistance electronically and over the phone, diagnoses the issue then resolves the problem.

Code: #daa520

Colour:

DAA520

 

Interests: Baking or drawing.

 

Chapter Choices

Chapter 1: Baking VS Illustration

Chapter 2:

 

Design Process

SerenityProcess-02

 

SerenityProcess-01

 

*Extended Job Description:

SerenityJob

SerenityJob2

 

 

Reference:

 

GDD || Home || Serenity || Daisy || Naming Conventions || Base Personality/Code

Base Coding

GDD || Home || Serenity || Daisy || Naming Conventions || Base Personality/Code

All experimental robots have been programmed with a base code, this allows them to function in the real world and start to learn personality traits.

The code consists of:

  • Movement
  • Speech
  • Decision Making
  • Ethics
  • Knowledge of:
    • Their work
    • The local area
    • Their routine
    • The names of all Maximo robots and employees
  • Access to Maximo’s servers:
    • European Intranet
    • Stored Data
    • The programming of other robots
    • Employee data

 

GDD || Home || Serenity || Daisy || Naming Conventions || Base Personality/Code

 

 

Maximo’s Greyton Factory

GDD || Home || Backstory || Greyton || Maximo || The Factory || Bedroom || Jogging

Maximo purchased the abandoned factory in Greyton 2 years ago and has gradually refitted it as a help centre.

Under this guise Maximo uses the factory as a research and development centre for their new line of experimental robots, or clones. With 50 robots maintaining the help centre and being monitored by a team of 20 scientists.

The clones live on site and the old social club has been re-purposed as an activity centre used for evening enrichment courses.

Precautions have been made to limit the contact between humans and the experimental robots but some of the scientist are tempted to allow the robots into the town, testing them against the Turning Test.

 

 

Reference:

 

GDD || Home || Backstory || Greyton || Maximo || The Factory || Bedroom || Jogging

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