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Artist Statement/Philosophy/The WHY Factor |
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Budgets in the gaming industry are routinely millions of dollars. As a student modification of an existing game engine, Alterius is a small-scale project with a large scale agenda. Here are the key goals:
Exploration of moral choice in a game environment. Games all too often have black and white dichotomies when it comes to portraying their characters and storylines. Not only is this far removed from reality, it's far removed from the dramatic structures and conventions of other storytelling mediums. There are no moral absolutes in our game. The player is intentionally forced to decide between shades of gray, and there is no right answer. While we do have a rough hero and villain structure, neither is a fully honest figure and both have morally justifiable ideologies.
First person shooter games are almost always set in stark, geometric environments. Blocky corridors and military aesthetics make up the landscapes of these games and have become the de facto standard for demonstrating their graphical power. While computing power once dictated that this must be the case, our organic architecture and world design will represent a new direction made possible by the current enhancements in graphics technology. We seek to build a distinctive and perceptually rich environment that maximizes the ability of the Unreal Engine.
Story is too often an afterthought in action-oriented games. Ludology dictates the interactions of the first-person action space, guiding players to act on a few simple rules - primarily, kill and move forward or be killed. Making a purely story-driven narratological game, on the other hand, would not work in this game type. The player would be on rails, moving through linear encounters to advance the plot. We seek to balance both. Players will discover elements of the storyline by exploring environments. As the tale unfolds, the rules of gameplay will change as a method of developing the story.
In service to the experimental plot progression, our story is more substantial than the "rescue the princess" or "escape from the base" archetypes of most games. Central concepts that the plot explores include:
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The self-destruction inherent in societies organized around the escalation of military might. This becomes literally embodied in the world of our game and is a strong motivator in the player's choice of action at the climax.
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Historical misinformation plays a part in the unfolding of the tale. Hitroy is written by the winners, and players will come to learn that the victors are not necessarily truthful in portaying just how they emerged victorious.
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Energy and it role in shaping the environment. The society of Alterius is organized around bio-engineered construction as a reaction to the technologies of the past. This defines their environment in much the way that our combustible energy sources do our world.
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Time's influence on history. Players will see a commemoration of historical events and then experience the events firsthand. This perspective shift is an attempt to get players to analyze a situation by observing the aftermath before they take part in it.
Alterius, the name, is a modification of the Latin for "of the other." This highlights the nature of the game's conflict and plot revelations. Our protagonist is pushed to act against her will by the ghosts of the past. The society gains its power through the manipulation of biological creatures. This exploration of relationships between the self or the society and the outside influences thereupon inspired the title choice.
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Introduction & Story |
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As explained above, the full details of the story are growing and taking form alongside the gameplay. The following is the basic structure:
Environment - The setting of the tale is a biologically constructed self-contained city, a human metropolis that has been grown out of the ocean. This world is made up of oceanic city-states of this sort, as the lands are inhospitable. The course of the game will reveal some of the reasons and secrets behind this environment.
Characters (with placeholder names) - Players take on the role of Ophelia, a clever, independent rogue-for-hire. She has a reputation for her ability to handle dangerous tasks of dubious legality. She is a stranger to this city, brought in by an underground political faction to discredit their de facto leader. Environment - The setting of the tale is a biologically constructed self-contained city, a human metropolis that has been grown out of the ocean. This world is made up of oceanic city-states of this sort, as the lands are inhospitable. The course of the game will reveal some of the reasons and secrets behind this environment.
That leader and apparent villain is Claudius, a man who lusts for power. He's a revered political figure and war hero who is working towards acquiring total control over the city-state. The man is fairly unctuous, but generally respected by the masses for his past heroism. Of course, he's not without his enemies. The shadowy factions opposing Claudius are what set our story in motion when they contact Ophelia for a job that will discredit him.
Laertes is just looking for a little justice. This is tougher than it sounds when you've been dead for about half a century, but his moment is about to come. Since his victory in battle fifty years ago, Cladius' bio-mechanical armor has been a museum piece and symbol of his glory. What no one knows (at least, not yet) is that Laertes was the true hero and wielder of the armor. By a quirk of biotechnology or perhaps by sheer force of will, his consciousness has been trapped inside the whole time. Death and psychic imprisonment, as you can imagine, can have a debilitating effect on the psyche - especially when the only thought that one has for consolation is exacting revenge upon the man who trapped you there.
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References |
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Plot:
Alfred Bester, The Stars My Destination - future societies and individuals within
Jonathan Swift, Gulliver's Travels - introducing audiences to the philosophies and nature of extraordinarily different societies
Robert Heinlein, Starship Troopers - evolution of war machines
Akira Kurosawa, Rashomon - portraying a story through different perspectives
Neal Stephenson, Cryptonomicon - narrative occurring across time
Rollings/Adams, On Game Design - three-act structure in games
Gameplay:
Ion Storm, Deus Ex - FPS gameplay with much more
Bungie, Halo - large, immersive environments
Blizzard, Starcraft - military and alien society-based gaming
Firaxis, Alpha Centauri - power struggles in distinctive future societies
Art:
the Art Nouveau movement
Frank Miller's graphic novel Ronin
Bethesda Softworks, Morrowind
the architecture of the Sydney Opera house
Paolo Soleri's Arcology Theory
Irrational Games, System Shock 2
the natural world (insects and plants)
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Appendix: Enemies |
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Security Guards - You will encounter guards at the monument in Level 1. They will either be stationary or following a patrol path. They will have a medium power projectile weapon which is helmet mounted. The projectile will be energy based. Their helmets will give them an alien/ insect look but the guards are human. They may also be able to do a melee attack. These guards will not be extremely tough, they are at the monument mostly for show, and to tend to the Sentripedes (the guards are sort of like herders of the Sentripedes which need to be controlled, maintained and fed since they are organic). The guards will have different levels of aggressiveness for ai and some you will be able to debate with instead of fighting them.
Sentripede - These roving bio/robots move quickly and low to the ground and are used to fill out the security network in Level 1. They act like robot drones but are made of organic components, either designed/genetically engineered creatures or modification on an existing creature (the centipede). They have been reprogrammed though to have a very specific behavior which is search for intruders/ alarm and destroy intruder. There are two types: one with melee and one with close range projectile attack. When doing a security sweep, they will stop and raise up the front part of their bodies to look around. They have longer appendages below there head like a crabs legs with pincers that are used for melee attacks. The projectile variant launches a fast arcing venom blob.
Intruder detector mite (security camera) - Floating 'security cameras' that emit chirps, hums and clicking noises. They shine a cone of light on the spot they are monitoring as they float about. If triggered (and the player doesn't leave there monitoring zone before the alarm is activated), 2 to 4 guards will spawn in from the courtyard area and attack the player. They can't be destroyed but they can be deactivated at the security station. When deactivated they go into sleep mode so either they drop to the ground, return to their 'roost' or continue hovering slowly but shut off there detectors so they don't emit light or sound. These cameras will be in Level 1 around the suit primarily and also around some of the other exhibits.
Allurafish - These beautiful and alluring but deadly fish/squid/aquatic creatures live in certain pools and canals in Level 1 and 3. They automatically attack anything that falls into water that they live in and are quite deadly. These creatures have very simple ai and should be unbeatable. They also may not be in the game depending on time constraints and if whether or not the moat will be in the final level.
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Appendix: Weapons and Items |
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Lamprey Pistol - The Lamprey pistol is based off of the creature with the same name. It fires poisonous/bacterial/virus tipped spine/barb/tooth that it regenerates from its mouth. It can only have 7 spines ready to fire at any given time and it takes several seconds to recharge all of them. The effect of the substance on the spine is that it eats through the armor of its victim and infects them with something which either kills them, sedates them, or cause other harmful effects. The Lamprey pistol also has an alt fire melee attack which injects a huge dose of venom into the victim and they drop almost instantly. This weapon is more effective against human opponents (and very ineffective against biobots.
Claw/Shark Rifle - This weapon generates an energy beam that disrupts biobot tissue (so it's not very effective against humans). The beam arcs between the teeth on the end of the weapon, building up energy and then being projected forward. Alternately, its projectile might be a tiny electricity/energy infused leech-like creature that electrocutes the victim (with an electricity effect shown all over there mesh). Like the Lamprey Pistol, the rife has a clip size and it regenerates ammo on its own. It also has a melee attack alt fire that does equal damage to both human and biobots (because it is a physical attack).
Exploding Energy Seed/Bulb - There are different types of energy seeds that grow on stalks and hanging branches. Low energy ones are used as lights and high energy ones for powering bio-mechancical equipment like the armor suit. The power seeds are naturally quite volatile and have a tendency to explode. This means they can also be used as grenades but at the cost of using up your energy source (only available after you get the armor suit). An explosive energy seed will explode if it impacts with the ground or other objects at too high a velocity, or if it is shot at. They should glow and have karma physics when not in the player's inventory
Endorphins - Endorphins can be injected into a weapon to improve the firing and recharge rate. Because the weapons are biologically based, 'spiking' or 'drugging' them will give them temporary improvements to there stats. There may also be negative side effects since no drug is perfect. Different items may be affected in different ways from the same endorphin. The effect this has on the weapon you use is that it accelerates the recharge rate and firing rate. It runs out after a set time or number of shots. Endorphins may also be used to improve organic armor.
Bio-regenerator - Organic armor is self healing, but it heals slowly. Hook it up to a bio-regenerator to quickly regenerate all damaged armor tissues. Some Bio-regens have a limited supply and can only be used once or twice.
Engine/Reactor/Heart - This powers the suit and must be stolen in level 1. It uses Energy Seeds for a power source.
Snout Turrets - The suit engine is being used in Level 1 to power a turret to demonstrate how powerful it is. The turret lobs expanding exploding globs of energy that arc when launched. It will have elements of an elephant's trunk in the design. You will be able to use this turret as part of the exhibit firing range or to destroy parts of the level.
Transportation - There are several non-interactive 'vehicles' in the game that are in cut scenes or will be visible throughout the city to create ambience. If it is reasonable and time permits, there may be interactive vehicles as well. The two 'vehicle' designs are a giant fish and a water strider that serve as taxis through the cities network of canals.
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Appendix: Script Sample (Final Confrontation) |
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LAERTES - Murderer. Don't trust his lies-
CLAUDIUS - Young Lady! You're in a lot of trouble. I don't know what you've been told, but a friend of mine died in that suit a long time ago, and since then, he's been trying to get out. I regret keeping the true power source of the arcology a secret, but everyone knows now.
LAERTES - Ask him about the deaths. Ask him about the wars, ask him what he did to my mind so he could have power-
CLAUDIUS - I'm also afraid that you've been duped, good woman. We tracked your memory erasure and implantation to a terrorist cell from the Defector Arcology. You're not a spy, miss. You're just a simple farmer who's been taken advantage of in a terribly shameful fashion.
LAERTES - The war's a sham for his power games! He'll get you out of me and then you'll disappear. Your brain will be the cell culture for his next military upgrade. He knows what the suits do-
CLAUDIUS - He's lying to you. All the recent soldier deaths- they weren't terrorists. They were him: trying to get a new body. We shouldn't have depended on the first suit for so long, but we've found a way to purge it of mental residue, and make it just a tool again. Please - just walk back through that door, and we'll help you.
LAERTES - LIES! The suits have always consumed! That's why he had to keep the terrorists alive!
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