Concept art by Julia Nett |
- Must be a shooter/RPG hybrid
- Assumed budget of $20 million
- Must have prominent singleplayer and multiplayer
The following is the original proposal that we came up with:
Working Title: Power to the People
Genre: Shooter/RPG
Platforms: PC, Xbox 360, PS3
Summary:
Key Distinguishing Features:
- Unique, captivating setting and theme: fantasy meets the modern day. Except instead of shaking hands and saying hello, fantasy just walks up and sucker punches the modern day in the face.
- Guns vs. Spells: collision of two distinct, well known gameplay mechanics to create something entirely new, but still accessible.
- The first Shooter/RPG/Survival singleplayer game. In single player, the player is no hero. Just an ordinary guy trying to make his way through a crazy, dangerous world, using whatever he can get his hands on to make his way.
- Truly collaborative multiplayer: team-based multiplayer with strategy involving more than “shoot at the other guys at the same time”, without forcing players into specific, class-based roles. Weapons, abilities, and the environment all create unique interactions with each other that can be utilized to the benefit of the team.
Setting/Backstory:
Story:
Theme/Tone:
The main theme is collision: harsh, awkward, and catastrophic. It’s mid-apocalyptic, but not dark and dreary. This is going to be the brightest, most colorful apocalypse you’ve ever seen. The tone is satirical and self-aware; the premise is too ridiculous to make a straight-faced narrative believeable. Think Borderlands, No More Heroes, and Portal. Not a joke-based comedy game like Team Fortress 2. A serious plot with comedic, self-deprecating overtones. Imagine Bioshock, but instead of claw-wielding, screeching Splicers, there are raving, magic-infused TV remote-wielding Wall Street businessmen.
Singleplayer:
The singleplayer story mode is where the shooter/RPG/Survival game comes in. The player starts off much weaker than any enemies he encounters, and most of the gameplay revolves around finding useful things in the environment to use, whether it be guns, magical artifacts, or some combination of both. Inventory management plays a big role, as you can’t carry much, and most weapons don’t last very long. The only piece of persistent equipment is the main character’s cell phone, which can be upgraded along the way and serves as the main form of character development. Magic can be infused into it and technical upgrades can be found for it, allowing the player to customize the style of play. For example, an upgrade can be found that allows the user to cast lightning bolts from the phone, which can be strengthened and altered over time through frequent use and other found boosters. Also, the player could find a technical upgrade that allows the use of the phone’s camera to see through walls, which could be also upgraded to capture information about enemies (health, abilities, etc.). Phone abilities will use battery, the main resource of the game, which will force the user to think carefully about when to use it instead of found weapons, which again are not permanent. The main adventure will be the main character’s search for his lost pet squirrel, leading the player though numerous varied locations.
Multiplayer:
The multiplayer will be be team-based competitive battles across a selection of unique maps. Players will fight for either the Military or the Anarchists, but will be able to use a combination of magic and weapons in their loadouts. In addition, there will be more weapons and equipment to be picked up and used on the battlefield. A weapon-alteration combo system will be utilized in which weapons, artifacts, and spells can work in conjunction with each other to create unique effects. For example, projectiles shot through an ally’s cone of fire can receive burning properties. The system will be intuitively designed to encourage experimentation. Its effects will be noticeable enough to be encouraged, but not strong enough to be required for casual play. The multiplayer will feature progression in the form of cosmetic and sidegrade items obtainable through random drops and achievements, similar to Team Fortress 2. There will be a ranking and matchmaking system to put players against similarly skilled players.
Audience:
For the Single player campaign gamers we promise to deliver an expansive experience. The player will control a normal person, by the game’s standard, who is looking for his pet squirrel in the middle of a magical apocalypse. The player will navigate through a large cityscape inspired by a real city(don’t know which one yet) meeting many colorful characters to interact along the way. In addition the player will be tasked with making choices throughout the campaign that will affect important events later in the game. This of course means that they are different ways to play the game and will add replay value, multiple endings are also a possibility.
The Multiplayer crowd will be drawn in with our variety of multiplayer offerings. A competitive aspect will be assured as players will have a choice in which side and type of abilities they want to play as when in a team based deathmatch mode. The objectives and winning conditions can be changed according to the player’s wants and desires.
If someone wants to play with their friends, simple creating a “group” will allow a party from between 6 to 20 people to host a private invite only match. This is for online multiplayer gamers who want to keep their game civil and simply between people that they know.
Other forms of multiplayer will be experimented with, such as a co-op tower defense survival mode with its own character and gear progression, but they are in the concept stage and may not be included in the final product.
Risks:
The biggest risk for multiplayer games like this is player retention, as it is necessary to keep a large player base in order for the game to thrive. We will accomplish this in two ways: First, an addicting rewards system that makes players stand out and gives them different gameplay opportunities without giving them any powers that make them stronger than anyone else. Since they’ll be able to play with new players without having a statistical advantage, new players will be able to see the other players’ upgrades and both boost the ego of the advanced players and create a drive for themselves to obtain those items. Second, the compelling singeplayer mode will draw in players who wouldn’t normally buy multiplayer games, creating a low barrier of entry for these players to try out multiplayer.
Competitors/Similar Games:
Why ours is better:
Why it’ll sell:
Genre: Shooter/RPG
Platforms: PC, Xbox 360, PS3
Summary:
A shooter/RPG in which the Modern and Fantasy settings collide, both thematically and mechanically. A modern city invaded by magic serves as the centerpiece of the setting, with military groups attempting to push back the anarchistic alliances of modern-day wizards.
Key Distinguishing Features:
- Unique, captivating setting and theme: fantasy meets the modern day. Except instead of shaking hands and saying hello, fantasy just walks up and sucker punches the modern day in the face.
- Guns vs. Spells: collision of two distinct, well known gameplay mechanics to create something entirely new, but still accessible.
- The first Shooter/RPG/Survival singleplayer game. In single player, the player is no hero. Just an ordinary guy trying to make his way through a crazy, dangerous world, using whatever he can get his hands on to make his way.
- Truly collaborative multiplayer: team-based multiplayer with strategy involving more than “shoot at the other guys at the same time”, without forcing players into specific, class-based roles. Weapons, abilities, and the environment all create unique interactions with each other that can be utilized to the benefit of the team.
Narrative Details
Setting/Backstory:
A modern/near-future city is the center point, with all the expected and relatable landmarks, from skyscrapers to billboards to storefronts and cars. However, the city has been infected by an invasive and infectious species: Magic. Twisting tendrils of magical energy break through the pavement like weeds, climbing up buildings and transforming the environment and its inhabitants. Giant, colorful plants and vines infect the landscape, and everyday objects, infused with magical radiation, become powerful artifacts.
It started slowly. Something happened beneath the surface of the earth, and this mysterious energy started seeping through. Scientists detected it, and the government, recognizing the potentially catastrophic consequences of letting it through, did all it could to suppress it. They tried to keep it secret, but the truth inevitably came out. Many were against the suppression of the magic energy, insisting that it should be harnessed in the name of progress. Tensions began to arise, both between the two groups of thought and within the barrier that held back the power.
The barrier broke, and magic infected the world as if it were spring-loaded. Amidst the initial breakthrough, it became possible for anyone who could pick up a phone to become a powerful magic wielder. The pro-magic groups used this opportunity to rebel against the conservative government. The pro-magic leaders wanted to take a more diplomatic route, but the ease of power acquisition made it impossible to control the people. Chaos ensued.
Story:
She’s gone. Darren Richards’ parents were the first ones he lost to this wretched conflict, his sisters and his brother soon after. All around him people were dying amongst the chaos that had broken out once the magic was set free on the world, but he never thought he would lose her. She isn’t dead yet, Darren can feel it. But she doesn’t have much time. Now he knows he must leave the safety of his home and do whatever he has to to find her. He’ll have to fight to survive, and he may even need to infect himself with the magic that has been plaguing his city. No matter what it takes, he must bring back his pet squirrel Natalia alive.
Theme/Tone:
The main theme is collision: harsh, awkward, and catastrophic. It’s mid-apocalyptic, but not dark and dreary. This is going to be the brightest, most colorful apocalypse you’ve ever seen. The tone is satirical and self-aware; the premise is too ridiculous to make a straight-faced narrative believeable. Think Borderlands, No More Heroes, and Portal. Not a joke-based comedy game like Team Fortress 2. A serious plot with comedic, self-deprecating overtones. Imagine Bioshock, but instead of claw-wielding, screeching Splicers, there are raving, magic-infused TV remote-wielding Wall Street businessmen.
Gameplay Details
Singleplayer:
The singleplayer story mode is where the shooter/RPG/Survival game comes in. The player starts off much weaker than any enemies he encounters, and most of the gameplay revolves around finding useful things in the environment to use, whether it be guns, magical artifacts, or some combination of both. Inventory management plays a big role, as you can’t carry much, and most weapons don’t last very long. The only piece of persistent equipment is the main character’s cell phone, which can be upgraded along the way and serves as the main form of character development. Magic can be infused into it and technical upgrades can be found for it, allowing the player to customize the style of play. For example, an upgrade can be found that allows the user to cast lightning bolts from the phone, which can be strengthened and altered over time through frequent use and other found boosters. Also, the player could find a technical upgrade that allows the use of the phone’s camera to see through walls, which could be also upgraded to capture information about enemies (health, abilities, etc.). Phone abilities will use battery, the main resource of the game, which will force the user to think carefully about when to use it instead of found weapons, which again are not permanent. The main adventure will be the main character’s search for his lost pet squirrel, leading the player though numerous varied locations.
Multiplayer:
The multiplayer will be be team-based competitive battles across a selection of unique maps. Players will fight for either the Military or the Anarchists, but will be able to use a combination of magic and weapons in their loadouts. In addition, there will be more weapons and equipment to be picked up and used on the battlefield. A weapon-alteration combo system will be utilized in which weapons, artifacts, and spells can work in conjunction with each other to create unique effects. For example, projectiles shot through an ally’s cone of fire can receive burning properties. The system will be intuitively designed to encourage experimentation. Its effects will be noticeable enough to be encouraged, but not strong enough to be required for casual play. The multiplayer will feature progression in the form of cosmetic and sidegrade items obtainable through random drops and achievements, similar to Team Fortress 2. There will be a ranking and matchmaking system to put players against similarly skilled players.
Marketing
Audience:
The audience of Power to the People is the Borderlands audience. This is the general shooter audience in addition to gamers who want less generic settings.
Two big segments we are targeting are the single player campaign fans and the multiplayer fans. In order to lure both we are going to give both parts of the game equal attention and effort to make sure both are up to the standard of many of the great games.For the Single player campaign gamers we promise to deliver an expansive experience. The player will control a normal person, by the game’s standard, who is looking for his pet squirrel in the middle of a magical apocalypse. The player will navigate through a large cityscape inspired by a real city(don’t know which one yet) meeting many colorful characters to interact along the way. In addition the player will be tasked with making choices throughout the campaign that will affect important events later in the game. This of course means that they are different ways to play the game and will add replay value, multiple endings are also a possibility.
The Multiplayer crowd will be drawn in with our variety of multiplayer offerings. A competitive aspect will be assured as players will have a choice in which side and type of abilities they want to play as when in a team based deathmatch mode. The objectives and winning conditions can be changed according to the player’s wants and desires.
If someone wants to play with their friends, simple creating a “group” will allow a party from between 6 to 20 people to host a private invite only match. This is for online multiplayer gamers who want to keep their game civil and simply between people that they know.
Other forms of multiplayer will be experimented with, such as a co-op tower defense survival mode with its own character and gear progression, but they are in the concept stage and may not be included in the final product.
Risks:
The biggest risk for multiplayer games like this is player retention, as it is necessary to keep a large player base in order for the game to thrive. We will accomplish this in two ways: First, an addicting rewards system that makes players stand out and gives them different gameplay opportunities without giving them any powers that make them stronger than anyone else. Since they’ll be able to play with new players without having a statistical advantage, new players will be able to see the other players’ upgrades and both boost the ego of the advanced players and create a drive for themselves to obtain those items. Second, the compelling singeplayer mode will draw in players who wouldn’t normally buy multiplayer games, creating a low barrier of entry for these players to try out multiplayer.
Competitors/Similar Games:
Two games worth comparing to are Borderlands and Portal. These games share our style of self-aware, satirical humor in an otherwise serious setting. Both of these games can make the player laugh while still creating a powerful experience for the player to get wrapped up and emotionally invested in. The other game that we expect to be primarily competing with is BIoshock. Bioshock is very much like the type of survivalistic shooter/RPG that we plan to make, and it also has some overlapping gameplay mechanics. Where BIoshock has genetically enhanced powers and 1960s-era weapons, we plan to have supernatural magical abilities and super-modern weapons. In addition, there will be obvious competition with the Call of Duty series and Team Fortress 2.
Why ours is better:
Borderlands and Portal may have laid the groundwork for satirical-yet-engaging world-building, be we plan to bring it to full fruition. With the addition of our survivalistic undertones, we plan to keep the player constantly on the edge of his seat, always trying to anticipate what’s coming next, laughing all the while. As for Bioshock, we plan to take their game mechanics and add some real spice. Everyone has used fireballs, ice and telekinesis before, just as they’ve always used the same old revolver, shotgun, and submachine gun. Our game is going to provide supernatural abilities and futuristic modern weapons that no one has used ever before. Against Call of Duty, we offer a more compelling, entertaining theme that will attract both gun fans and more rpg/fantasy fans. Our more light-hearted, colorful theme combined with mechanics that encourage cooperation will attract players sick of the nasty community of Call of Duty games. Against Team Fortress 2, we offer a deep narrative and world to go along with the theme.
Why it’ll sell:
We believe that this game will be tapping into a large and somewhat untapped market: Mature individuals who want to have a strong and innovative singleplayer and multiplayer shooter experience but don’t want to play games with a community of angry adolescent boys. We plan to use a mature sophisticated sort of humor that will draw in just such an audience. We offer to create not just a refreshing and engulfing game, but also a refreshing and engulfing community for players seeking a haven from the shooter market in its current state.
Our game will offer a combination of uniqueness and accessibility that are rarely accomplished together.
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