Sunday, November 11, 2012

Power to the People: Preproduction, Part #2: The Story Summary

Concept art by Julia Nett
In cased you missed it, here's part 1.

As a wannabe narrative designer, I was most excited by the prospect of creating the story for the game. Here is the original story outline document that I wrote:





Power to the People
Story

1. Objective:
        Our game will have a deep, emotional story in the midst of an absurd comedy. It’s all about juxtaposition; we want players to be emotionally attached to the characters within a ridiculous world, and the story follows a normal young man amidst a world full of powerful people.

2. Theme:

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 , magic-infused TV remote-wielding Wall Street businessmen.  

3. Setting:
        The story takes place in the modern/near-future city of Polymer, with all the expected landmarks, from skyscrapers to billboards to storefronts and cars. However, the city has just been infected by an invasive and infectious species: Magic. Twisting tendrils of magical energy break through the pavement like weeds, climbing up the buildings and transforming the environment and its inhabitants. Giant, colorful plants and vines battle steel and concrete towers for rights to the skyline. Everyday objects become infused with magical radiation, becoming powerful artifacts. Two sides vie for power amidst the chaos: The powerful, technologically enhanced Polymer Extended Militia, and the ambitious, anarchistic magic-wielders who call themselves the New Age Ambassadors.

4. Backstory:
        It started slowly. Something happened beneath the surface of the Earth, and a mysterious energy starting seeping through the cracks. Polymer Scientists detected it early on, and the government, recognizing the potentially catastrophic consequences of letting it through, did all they 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 energy.
        The barrier broke, and the spring-loaded magic burst into the world. Amidst the initial barrier breach, it became possible for anyone capable of picking up a TV remote to wield powerful magic—whether they wanted to or not. Everyday items became infected with magical radiation, and the world was filled to the brim with powerful artifacts. The pro-magic New Age Ambassadors used this opportunity to rebel against the conservative government. The progressive scholars that led the group wanted to take a diplomatic approach to power acquisition, but they were unable to control the incited masses and were themselves eventually driven mad with power. Chaos ensued.
        Darren Richards had just started to feel like he was starting to figure things out. He had just graduated from a fairly respectable university, and he was on his way to his first real job interview when it all went down.

5. Story:

5.1: Summary
The story follows the young Darren Richards in his quest to find his missing pet squirrel amidst the chaos. The first act encompasses his search, forcing Darren to explore the dangerously insane world of Polymer City and the surrounding areas, including a park that has now, of course, become an enchanted forest. Along the way, he meets and is tried to be killed by many different members of the opposing factions along with others that are, like Darren, simply caught in the crossfire.
In his search, he starts to learn a lot more about the magical breach. He also starts to believe that Natalia may be more than just a simple squirrel, as there are others seem to be unnaturally drawn to her. Darren has to race against these people to find Natalia before they get to her.
He eventually learns some frightening knowledge on his search: The breach may not have been an accident. It isn’t just a leaking energy source. It’s a portal. And it’s getting bigger. Big enough for armies to pass through...from the other side. Darren’s actions along the way affect the influence of the opposing factions, and his choices may determine whether or not the two can stop fighting long enough to prevent the global threat.
His adventure eventually leads him to a final confrontation through the portal itself, in the dimension from which the magic came.

5.2: Story/Gameplay Integration
1. Our most important design doctrine is that elements of gameplay make sense within the world, however ridiculous that world may be (e.g., magical phone, phone UI, magic flashlights, etc.). Everything will have narrative relevance.
2. Long-term drama, short term comedy. The humor will come from moment-to-moment interactions, while the deep story will be what drives the narrative.
3. Never remove complete control from the player for more than 30 seconds, except for special circumstances. We want to be able to control camera views and show Darren in third person for the benefit of storytelling, but don’t want to frustrate the player with removed control. As such, the story will be told by a balance between real-time events in first person and short directed scenes, which will involve the camera zooming out from Darren’s head to avoid a jolting switch from control to no control.

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