Showing posts with label video game. Show all posts
Showing posts with label video game. Show all posts

Friday, March 13, 2015

Dialogue - Diablo 3 Units

Characters based on Diablo universe by Blizzard.

Banter (female wizard & scoundrel)

Takes place during Act I of Diablo III

Female Wizard and Scoundrel walk past pile of corpses
Scoundrel: You don’t suppose any of these corpses have wine on them, do you? I could go for a drink.

Female Wizard: I don’t think you’d want to consume anything these corpses have on them.


Female Wizard and Scoundrel have just killed a group of demons
      Scoundrel: Leah’s going to fall so hard for me when I tell her how many demons I’ve killed.

      Female Wizard: I don’t think you killing anything will impress Leah.


Female Wizard and Scoundrel find a chest full of loot
      Scoundrel: That looks heavy. Why don’t I carry it for you.

      Female Wizard: Don’t try to fool me, you’re no gentleman.


Female Wizard and Scoundrel encounter a group of looters
      Scoundrel: The world could do with more lady looters.

      Female Wizard: The world could do with less of your talking. (jokingly)

      Scoundrel: And here I thought we had something special.


Scripted Scene

Takes place during Act I of Diablo III

1.    Hero must fill vile with blood from an unrisen corpse.
2.    Talk to Mad Hermit
3.    Hero must fill a vile with blood from a Risen corpse.
4.    Talk to Mad Hermit
5.    Help Mad Hermit perform ritual
Female Wizard and follower find a mad hermit.
      Mad Hermit: You there, Wizard! Come here. I need your help!

      Female Wizard: What is it you want, Old Man?

      Mad Hermit: I am plagued by demons, Wizard! They ravage my brain with their lies! There is only one way to stop them now!

      Female Wizard: What would you have me do, Hermit?

      Mad Hermit: Bring me blood! I need blood! Blood from an unrisen corpse!

      Female Wizard: I better get fair payment for this.
Mad Hermit laughs manically as Female Wizard and follower walk away.

* * *
Female Wizard and follower return to the Mad Hermit with the vile of clean blood.
      Female Wizard: Here is the blood you asked for, Hermit.

      Mad Hermit: Good, good. Need more. Bring me tainted blood! Bring me blood of the newly Risen! So close, so close!

      Female Wizard: This is the last thing I fetch for you, Old Man.
Mad Hermit is muttering to himself about demons as Female Wizard and follower leave.

* * *
Female Wizard and follower return to the Mad Hermit with the vile of tainted blood.
      Female Wizard: Hermit, take your vile and be on your way.

      Mad Hermit: No! There is one thing more! You must help me, Wizard!

      Female Wizard: Why should I? What is this last thing you need help with?

      Mad Hermit: The ritual! The blood ritual! An exorcism that will rid me of these demons forever!

Female Wizard and follower stand near Mad Hermit as he begins to chant in Latin.
      Mad Hermit: Exorcizámos te, ómnis immúnde spíritus, ómnis satánic potéstas!

Demon fully possesses after Mad Hermit something went wrong with the ritual and takes off.


Interstitial

Female Wizard and follower have just performed the ritual in which the Mad Hermit came to be fully possessed by a demon.
      Female Wizard: An old man, a hermit thought to be mad. Who would have guessed he was actually plagued with demons.

Female Wizard: We collected the blood of the Risen and unrisen alike to perform the exorcism. Something went terribly wrong.

Female Wizard: Now the demons have taken him over, and I intend to stop them.


Unit VO 

Character chosen: Auriel, Archangel of Hope

Auriel is ordered to move
      Auriel: Hope guides me.

      Auriel: I will be swift.

      Auriel: We are making good headway.


Auriel is ordered to move somewhere she cannot path to
      Auriel: That is not possible.

      Auriel: Blasphemy.

      Auriel: I cannot allow myself to do that.

Auriel is ordered to attack something
      Auriel: Hope for the best- prepare for the worst.

      Auriel: Without fear, there is no hope. I hope you are afraid.

      Auriel: You look cold. Allow me to warm you with righteous fire.


Auriel has died
      Auriel: Do not let despair darken your heart.

      Auriel: Hope will rise again.

      Auriel: My light is gone.


Auriel has respawned and is ready for battle
      Auriel: Hope rises.

      Auriel: Hope is eternal.

      Auriel: Heaven shall not despair! My light has rekindled!


Auriel is taking damage
      Auriel: My light is fading.

      Auriel: Hope stays with me even if life does not.

      Auriel: My fate is…uncertain.


Auriel has been clicked on multiple times
      Auriel: What are you hoping to do?

      Auriel: Don’t make me take out Al’maiesh.

      Auriel: Who do you think you are!? Mephisto?


Auriel encounters Diablo in battle and taunts him.
      Auriel: You think you can rid the world of hope?!

      Auriel: Without hope, there cannot be fear, cannot be terror. You are nothing without me!


      Auriel: You’re looking a bit more ladylike than usual, Diablo.

Wednesday, June 18, 2014

GDC Game Narrative Review

This analysis was written as a student at DigiPen Institute of Technology for the 2014 GDC Game Narrative Review Competition. Information on the competition can be found here.

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Game Title: One and One Story
Platform: PC browser
Genre: puzzle platformer
Release Date: 2011
Developer: Mattia Traverso
Publisher: Mattia Traverso (distributed by Armor Games)
Game Writer/Creative Director/Narrative Designer: Mattia Traverso

Overview 

One and One Story follows a young couple as they fall in love, out of love, and in love again. The
player primarily takes on the role of the male character, but also takes on the role of the female
character when the narrative dictates. The story begins with the characters not actually knowing each
other, but the male thinks about the female. As the relationship grows, the two of them fall in love,
though it is just beginning. They experience rough patches, as many couples do, with opposing views
and disagreements. The female runs away, leaving the male, breaking his heart, and leaving him to feel
awful without her. She returns, in the end, promising not to hurt the male anymore. Once again, they
have fallen in love. One and One Story is an elegantly simple telling of this beautiful narrative.

Characters 

• Boy – This is the main player character. A male silhouette outlined in blue, Boy is easy to
identify. Throughout the game, the player experiences Boy’s thoughts about Girl. Based on the
textual, on-screen thoughts from Boy that the player is able to see, Boy is a very feeling-based
thinker. His world almost seems to revolve around his emotions. The love that Boy feels drives
him forward within the story of the game, always reaching out to Girl, the cause of the strong
emotions Boy is experiencing. At this point in his life, Girl, and the love he feels for her, are the
only things that matter to Boy—they are the sole focus of his attention.

• Girl – Girl plays several different roles within the game. She is one of the player characters, she
is the goal, and she is the antagonist. Her biggest role, however, is as Boy’s psychological
Shadow. A female silhouette outlined in pink, she is just as easy to identify as Boy is. She is
unsure of her emotions as she is the one to run away. Not only does she run away from the emotions she is afraid and unsure of, but she also runs away from Boy, leaving him. Her
decisions are based on gut reaction and instinct. In the end, she realizes how she really feels,
having fallen in love with Boy, and she stops running away.

Breakdown 

One and One Story’s narrative is outstanding because of its elegance and simplicity. There are
three pieces of the game in particular that really stand out as being perfect examples of the game’s
simple elegance. The first piece is the interstitial text between chapters, or sections, of gameplay. The
second piece is the use of mechanics as metaphor that exists throughout the entire game. The third
piece is the way the game was cut into chapters. Each of these pieces helps to create a whole that is
narratively excellent and well-communicated to the player.

One of the best ways to communicate an idea in a game is through text. One and One Story uses
the interstitial text between chapters to communicate the story of the game. The first text outside of
gameplay is simple: “Once we were shadows.” During this section, the player can control either Boy or
Girl. Prior to this section, in the tutorial section, the player is told that he can switch to the other
character, but it is in such a way that says that Boy is thinking about her, “I used Z or C to think of her.”
This simple sentence provides a fair amount of information to the player— that Boy and Girl are not yet
necessarily together at this point in the story. This is again hinted at with the interstitial text through the
use of the word “shadows.” Girl, as Boy’s psychological Shadow, represents something unknown within
him. Girl’s thoughts, her reasons for action, and her emotions are all unknown to Boy, and therefore the
player. Shadows are intangible, and Boy, being a physical being, cannot simply reach out and touch the
Shadow. He needs to become one with his Shadow in order to understand it and what really hides in its
darkness. Neither Boy nor Girl is fully aware that they are in love with the other. As they are unaware of
their true emotions, they are living in darkness of their True Selves. By using these simple and elegant
words, the player is given both the conscious and unconscious stories of the two characters. The
interstitial text moves the story forward in a way that makes it easy for the player to understand.
Another example of the text that helps to explain the course of the story near the middle of the game,
is, “And she was running away.” This denotes a major change in the course of the story. At this point,
Girl has possibly fallen out of love and is running away from Boy, hurting him in the process. Without the
text, the story is not communicated quite as clearly as it needs to be as there is no audio outside sound
effects and music. The game is simple, almost too simple for the story to be explained without the use of
words.

The simplicity of the game, and the gameplay, comes from the use of mechanics as metaphor.
With each new section, denoted and described by a piece of interstitial text, there is a slight change in
the mechanics. At the beginning, the player can switch between Boy and Girl. When the player is not
playing as one of them, the character’s silhouette appears slightly transparent, as a shadow, just as the
first interstitial text states. The first time the mechanics change, the interstitial text states, “When she
saw me, she ran to me.” Right off the bat, the player can imagine what this means for the mechanics.
The mechanics are used in such a way that the player understands the part of the story through
gameplay. While they can be told the story through text, by forcing them to be part of the story through
gameplay, the player becomes more invested in the story. By getting immersed in the story, the player
then feels the emotions the story is intended to evoke. The use of mechanics as metaphor within One
and One Story is possibly the strongest element of the narrative the game has to offer. The narrative is
enhanced through the use and authenticity of the mechanics, as well as the evoking of the appropriate
emotions throughout. By having the mechanics change as the story changes, it feels more like the story
is actually progressing rather than a story being told over an unchanging game.

The story feels like it changes and actually progresses because the game does so. The game does
this through chapters. By calling each section a chapter, it helps the player to get into the necessary
mindset to experience a story. Chapters is a word typically associate with books, and therefore, stories,
which is why it helps the player to understand that a story is being told. By cutting the game into
chapters, the player experiences each section slightly differently. The game is split into eight chapters,
each with a different mechanic that helps to tell the story of that section. Each section allows the game
to be delivered in small chunks that make the story much more manageable to take in. The chapters
help to make the game feel simple by forcing it to fit into these blocks that highly simplify the game in
general. As each chapter progresses, the player can easily see the same progression within the game’s
story.

Through the use of interstitial text, mechanics as metaphor, and chapters, One and One Story
presents a narrative that is both simple and elegant. Players can relate to the story and the characters
that feel almost like empty shells that the player is meant to project himself into.

Strongest Element 

The strongest element of the narrative was the changing mechanics throughout the game. Every
time the story changed, so did the mechanics. By changing the mechanics, the player feels the story that
much more strongly. The changing mechanics, like moving from a section where Girl moves with Boy to a section where Girl is always moving to the right, assist the narrative by making it truly interactive.
While some games present their narratives in ways that simply tell the player the story, One and One
Story captures the player and allows him to become invested in the story. By playing through the story,
the player experiences the story almost as if it were actually happening to him. The changing mechanics
immerse the player in the story by supporting the idea that they are part of the story, not just watching
it.

Unsuccessful Element 

 The least successful part of the game was the ending. This small section is the only part where
the interstitial text that comes before it does not adequately describe the mechanics of the section.
Because the text does not describe what it actually going on, it feels like a much weaker piece of the
game. While the section is important in completing the metaphor of becoming one with the
psychological Shadow, it lacks the presentation required to make it both strong and meaningful to the
player. There is an element of trust in the section that certainly makes it stand out from other sections;
however, it still does not quite meet the expectations set up by the rest of the game.

Highlight 

While much of the game has great narrative moments, the highlight of One and One Story is the
section in which Girl is running away. This entire section has the strongest use of mechanics as
metaphor within the entire game. Girl is constantly running away, moving from her typical starting
position on the left side of the screen to the right. There are moments where the player must move
quickly to push a block to save Girl from walking into spikes or so she can still assist the player in
successfully completing the level. However, the most important part of this section is the urgency that it
evokes. When the player sees Girl moving constantly, running away, he feels like he needs to get
through the level as quickly as possible so he can try to catch her. This moment particularly stands out
because of how much emotion it actually evokes from the player as they play through this section.

Critical Reception 

 One and One Story was a finalist in the Student Competition of IGF (Independent Games
Festival). However, even being a finalist, it has not been reviewed by many reputable sources to any
great ends. However, there are a couple short reviews of the game which mention aspects of the game’s
narrative. On the website Indie Game Reviewer, there is a short review of the game. The writer states,
“What is particularly impressive about The One and One Story is how well its creator has married gameplay with narrative. Granted, the narrative maybe a minimalist love story but each beat in the plot
is directly connected to the way in which the two characters interact in the game play. This is a rare
achievement and it should be commended.” Kit Goodliffe, the writer of the article, gave the game a
score of four out of five stars. In another review, on a blog entitled Sit Sam, the author writes that, “The
game’s story is the second unique aspect that sets it apart...The romance of the boy and girl is told on
the text between levels in such a way that the player connects with the breadth of the experience.”

Lessons 

• Minimal text can create a compelling story – One and One Story is possibly one of the greatest
examples of this. This is one of the strongest lessons that can be learned from this game. The
only text in the game is used to teach the player how to play the game while simultaneously
putting the story into words for the player. The interstitial text throughout the game is a great
example of this.

• Simple mechanics can be used to create an emotional response in players – While the lesson
learned from this game’s design is mainly about using minimal text, we can also learn that
simple mechanics have their merits. While many people want to experience games with
complex mechanics that make an engaging experience, simple mechanics can be used to deliver
a specific emotional experience. For instance, when the game states that Girl is running away,
the mechanics match the story. With Girl constantly moving, the player feels the urgency and
fleeting hope that the game is meant to create.

Summation 

One and One Story is a narratively beautiful game. The story, while it is a common one, is
delivered in such a way that it almost feels new. The elegance of the game’s simplicity alone makes it
worth analyzing. There is so much narrative designers can learn from something so simple when so
many games are moving towards making stories that are complicated and difficult to explain without an
exceptional amount of text.

Wednesday, February 26, 2014

Epilogue v2

In lighting the brazier with his own light, light begins to radiate from seemingly everywhere. Crystals of corruption around the cavern light up before shattering. The corruption is being pushed back as the cavern glows with a bright, warm, white light. The corruption was demolished by the light that emanated from the lit brazier. The fingers of corruption disappear, freeing the world from it's grasp. Fireflies that had been trapped were freed as new ones manifest where Poe's body had been.



The fireflies float upwards, weaving their ways through the cracks in the crystal and rock until they escape the cave. They continue upwards until they speckle the sky with their lights.

Level 8 - (Corruption) Sacrifice v2

Without his companions, the world felt so much darker than ever before. Poe almost had to force himself to keep moving forward. Before long, he found himself standing at the entrance of a dark cave. Something about it was foeboding, as if the cave itself were made of the corruption. Swallowing his fear, Poe moved into the mouth of the cave, the memory of his friends and their sacrifices driving him on.

Down and down and down he went, traveling deeper and deeper into the heart of the cave. The gloom of the cave ate at Poe, causing him to go slower and slower on his descent. He could feel the floor of the cave growing steeper and steeper until, finally, it falls away. Poe found himself in a free fall through the narrowing corridor.

Eventually, the cave opened into a massive crystalline cavern. Poe hit the ground with a dull thud. The only way to go was the left. Poe pushed forward, slower than he'd ever felt before. He knew he had to be close now, close to the heart of it all, close to destroying the corruption that had taken his friends. After what felt like forever, Poe finally saw the brazier hidden amongst the finger-like spikes of the corruption.

By now, the darkness was pressing against Poe, slowing him almost to a halt. He was so close. He could touch the brazier if he could just...take...one more...step...

Poe collapsed at the foot of the brazier, the last of his fireflies disappearing and his lantern dimming to darkness.

The corruption had won. A sinister laugh seemed to fill the cavern.

A bright light emanated, beginning to pulse, from Poe's collapsed body. His spirit rose, glowing vibrantly. Poe looked down at his body then up at the brazier before him. This was his chance to prove himself, to save everything his friends had given their lives for.

Moving forward, much faster than before, Poe kept his eyes set on the brazier. Jumping up, Poe walked right into the center of the brazier. Using his own light, he brings the brazier to life.

Tuesday, February 25, 2014

Level 7 - Alone v2

Poe and Skitzo are all that's left-- all that stand between the corruption and the rest of the world. The two companions move through the dark slowly, the pressure of the darkness making it nearly impossible to do otherwise. The number of fireflies has diminished, feeling as though it is continuing to decrease rapidly, making the dark that much worse.

Before long, the only visible fireflies are avoiding the lantern-- and Poe-- like the plague. Every now and then, a firefly could be seen hiding amongst the branches of the trees-- fireflies Lanky could have collected easily. Rocks that almost certainly have fireflies trapped within litter the path. They are reminders of the friends the companions have lost on their journey.

Skitzo chases the fireflies back and forth, capturing two of them before something that looks almost like a hand grabs for him, squashing him in its fist before dropping him. Falling to the ground, Skitzo practically imitates a dead leaf. As his fireflies scatter, Skitzo lies on the ground, deflated somehow, his light growing dimmer and dimmer until, finally, it goes out.

Alone again, Poe must go on without his companions.

Level 6 - Loss v2

The forest had grown dark and foreboding.  Before, it had been friendly, in a way, and welcoming despite the corruption looming over them. Now, though, it was more than a little dismal.

Poe led his companions -- his friends-- through the trees that seemed to be reaching out, trying desperately to grab them, to restrain them, to keep them from their goal. The way Lanky shook whenever Poe wasn't near appeared to indicate his uneasiness. It was almost certain that he was shaking more and more with each step forward. He was frightened, as he very well should be. The world around them was growing darker, more dangerous and hostile-- they could all see it, plain as day. Even the fireflies seemed to be a little dimmer than before, yet they still managed to keep the darkness at bay as the group of companions collected them. Each one of them knew the fireflies were necessary to drive away the darkness, even if they didn't say it.

As the dark pressed in on the companions, they struggled to proceed through the trees, to the next brazier. With each step they took, they needed more and more fireflies to keep the dark from smothering them all. The lantern on Poe's back was growing dim. The weight of the dark was hindering their progress, slowing them nearly to a stop.

Finally, a group of fireflies came into view. They looked as though they were hiding in the branches of the trees. Only Lanky would be able to reach them. Climbing into the dead tree, Lanky moved closer to the floating lights. Just as he reached them, the tree crumbled beneath him as fingers of the corruption overtook Lanky.

The corruption appeared to be strangling  Lanky as it stole the light from him, killing him with agonizing slowness.

At first, they were shocked, able only to stand and stare. It couldn't have happened-- Lanky couldn't actually be dead. It had to be a trick of the darkness, something to stop them from progressing, from destroying the corruption.

But it wasn't. Their friend was gone.

Poe knew they had to move on. If they sat there, mourning the loss of their friend, the corruption would win. Poe moved forward, Skitzo followed almost as if he didn't know the Lanky had just died. Grumpy, on the other hand, was all too aware of his new-found friend's death. Skitzo scurried off and brought back some fireflies to his friends. They made it to the brazier, but only just.

The companions trudged along, the darkness and the loss of their friend weighing down on all of them. Once again, Poe needed his friends  to help him keep the light alive. There is no other option-- no fireflies are visible, but there is a rock that Grumpy can break to free the trapped ones. Despite the fear of losing another friend to the corruption, Poe sent Grumpy to break the rock and retrieve the trapped fireflies.

Grumpy pushes forward, still upset over losing his friend. He breaks the rock with the trapped fireflies, releasing them into the air. Before he can grab them and return with them to Poe, boulders that had been resting on the now-broken rock collapse, crushing Grumpy into non-existence.

Poe and Skitzo look on in horror as the freed fireflies float off into the darkness. Poe knows he needs to lead the way forward, and the only way to go is over the fallen rocks-- and his fallen companion. There is no choice but to press on, so with a heavy heart and Skitzo trailing behind, Poe continued, determined to annihilate the corruption.

Sunday, January 26, 2014

Epilogue

A light comes to life between the  hands of the corruption. It glows, brighter and brighter until the light is beaming through the fingers. The hands almost seem to pulse with light. Finally, the light explodes, filling the whole of the world with brightness, destroying the corruption completely. The sacrifices of Poe and his companions saved the world.

Level 8 - Corruption

Alone again. Poe must keep going-- he cannot let his friends have died for nothing. Down, down, down the cave leads him. The lantern on his back and the smattering of fireflies are the only light.  Finally, the cave levels out and opens into what could only be the heart of the corruption. Facing the corruption means certain death, but so does running away. A pair of hands seems to materialize from the could of corruption before Poe. Poe walks towards the hands, his lantern seeming to glow brighter with every step. He wonders if it's really worth it-- if his sacrifice will actually mean anything. This is not the time for doubt  or cowardice. He cannot abandon the world the way he abandoned his village. Poe steps into the hands as they close over him. Poe is lost.

Level 7 - Alone

Skitzo is only one left with Poe on their adventure to save the world from corruption. The way Skitzo acts, it almost seems as though he's forgotten just how serious this all is. Poe, on the other hand, is grim and solemn. The world around them has grown so much darker, making it difficult to forget the corruption they are going to face. The shadows are settling in; even the fireflies seem scarce. They used to be a symbol of hope. Together, Poe and Skitzo make their way through the darkness. Through the shadows of the corruption, Poe can see the entrance to a cave. The corruption lurking between the two companions and the cave seems bigger and somehow darker than any they have faced before. With no brazier nearby, Skitzo must hold it back while Poe escapes. Behind lies only destruction, corruption. Poe must continue on if the deaths of his friends Lanky and Grumpy are to mean anything. Poe almost seems to hesitate, but Skitzo knows what has to be done. The ball of energy rushes forward, glowing brighter than he ever has before. Poe cannot let another of his friends die for nothing-- he rushes forward into the mouth of the cave, leaving Skitzo to the corruption and Poe alone.

Level 6 - Loss

Poe leads the group of companions forward, into the dangers that await. They are as prepared as they will ever be to fight the corruption that is ravaging their homes. The world is more dangerous than any of them remember. Grumpy pushes ahead of Poe, determined to reclaim his desert home. Lanky shivers with the fear that is constantly coursing through his body. As the group moves on, they realize that it's getting darker. A brazier lies ahead, waiting inside a shadow. Skitzo pushes the shadow back just long enough for Poe to light the brazier. A cliff looms ahead. There seems to be a path under the cliff, but Poe is too tall to fit through it, as is Lanky. Grumpy rushes for it, though, breaking the rock that blocks the path and stepping into the tunnel. Lanky steps forward as a shadow begins to encroach on them from where they had just been. Lanky crouches, forcing Poe up. As he stands, Poe find he can jump to the edge of the cliff. Skitzo follows Poe, circling his head. Lanky has no way to make it up the side of the cliff. Skitzo lingers for a moment as if to say goodbye to Lanky or perhaps to thank him for his bravery and sacrifice. With the shadow creeping in on them, Poe and Skitzo move on. Grumpy does the same in the tunnel below. Eventually, Poe and Skitzo reach the end of the cliff, a slope back down to the valley floor. It is clear now that there is no exit from the tunnel Grumpy entered. Poe and Skitzo are alone.

Level 5 - Friendship

Poe and his companions are at peace. Nothing has felt so right since the corruption began to spread over the world. Imminent destruction of the world aside, nothing seems wrong. It is the calm before the storm. Together, the four companions prepare for the final battle they know is coming-- them against the corruption. They will fight to save the world. For now, they rest, but soon, it will be dawn, and they will resume their journey.

Level 4 - Scaredy-cat

The small band of companions find their way out of the cave and in the midst of a forest. Ahead of them, something moves between the trees. It's almost as if it's watching them. Skitzo, the ball of light they found in the cave, dashes forward, then back. Something is exciting it. As Skitzo nears the creature hiding behind the trees, the creature scurries away, trying desperately to hide where it can't be seen. Every time Poe and his companions get close, the tall creature runs to hide again. That is, until the tall creature finds itself stuck in a shadow, trapped. Without a brazier nearby, Poe can't fight back the shadow. With Skitzo's help, though, they drive off the shadow long enough for all of them to make it past and into safety. The tall creature feels safer with the group of companions and decides to stick with them, following Poe and his friends.

Level 3 - Darkness

Poe and his new companion, Grumpy, have fallen into a dark, underground cavern. The way they fell made the lantern go out, and there are no fireflies nearby to relight it that Poe can see. Grumpy charges ahead, breaking all the rocks he can find. As Poe moves forward after his companion, he can see something glowing off in the distance. Perhaps another lantern. Poe catches up to Grumpy only to find a hyperactive ball of light circling Grumpy's head. As Poe nears the two, the ball of light seems to go into a frenzy, greeting Poe with enthusiasm and excitement. The ball of light circles around Poe's head for a short while. Upon noticing the darkened lantern, the ball of light gets closer, glowing brighter and brighter. Somehow, the ball of light managed to reignite the lantern on Poe's back. With a new friend circling their heads enthusiastically, Poe and Grumpy make their way through the cave working together.

Level 2 - Wanderer

After leaving home, Poe finds himself in a vast, seemingly empty desert. Ahead, Poe can see a few fireflies. Upon catching them, the lantern glows brighter. Poe can see, in the distance, a shadow of the corruption eating away at the world, destroying what was once beautiful.  Moving towards the shadow, Poe finds an ancient brazier nearby. Using the lantern attached to his back, Poe  lights the brazier. In doing so, the shadow of corruption is driven back, away into the darkness it came from. Poe moves on, finding remnants of broken rocks in his path. Eventually, Poe comes to another shadow. Another brazier sits nearby, but there's something different about this shadow. This one has a creature of some sort stuck inside of it, and it seems to be fighting against the corruption. Poe lights the brazier, forcing the shadow away and freeing the creature. The creature seems to run away at first, but as Poe continues on, he finds that the creature is breaking rocks ahead of him. Upon reaching another shadow block, the creature comes back to Poe's side. After lighting the brazier, Poe and his new companion continue on together, eventually falling through a sand trap into an underground cavern.

Level 1 - Lonely

Poe sits inside a cave, alone. A storm of corruption drove him here in the first place. The winds have seemed to died down. Poe stands and walks towards the exit of the cave. Upon leaving, he finds a village-- his village-- destroyed by the corruption, some of the shadow still lingering. The world is dark and unwelcoming as Poe wanders through the remains of the once warm and friendly village.  From a distance, Poe can see a light and moves towards it. After passing a number of broken lanterns, Poe comes to the last glowing one and picks it up. It will be a reminder.

Tuesday, January 21, 2014

Game Intro - Untitled

Your mother left me.

The glow of the cell phone screen burns your eyes. It’s only 6:30 in the morning. At first, the
words are fuzzy, and you don’t understand what they mean.

Then it all clicks.

The panic.
The fear.
The tears.

You grip the phone as tightly as you can manage with shaking hands. You close the text, reopen
it, read it again. It can’t be true. This can’t be happening. This isn’t happening, there’s no way. It’s
just a bad dream. You close the text and call your mother.

Ring. Ring. Ring.

No answer.

The panic starts to spread, starts to feel real.

Maybe your sister will know what’s going on. You call her this time.

Ring. Ring. Ring.

No answer.

The tears have stopped as the shock begins to settle in. You couldn’t cry if you wanted to.

There is only one thing left to do-- text your father back. And so you do. He responds, but you can
hardly remember what he wrote. The phone rang in your hand. It’s your mother, so of course you
answer it.

Your stomach drops as she confirms everything. It’s all true.

Mara - Game Introduction

2875, MARA

Today, we remember all of the brave warriors who gave their lives fighting for the galaxy. Today, we remember what it cost to have the perfect society we have now. Never again will we fear an alien race. Never again will a sentient robot threaten our loved ones. We are Mara.

The screen flickers, the dull, fuzzy grey giving way to a vibrant yellow screen advertising the name of the channel. THE VIOLENCE CHANNEL. The words take up most of the screen, but just for a moment before they give way to the name of the show: COMMERCIAL CARNAGE. The title screen dissolves as the camera loops around a huge arena filled with cheering people. Billboards advertising everything from bouncy castles to plastic surgery are everywhere-- not a single surface is left untouched by the mega-corporations of Mara.

The announcer's voice booms over the crowd, "Weeeeelcome, one and all, to the Commercial Carnage semi-fiiiiiinals!" There is an excitement in his voice that sounds almost forced. "Today, we haaaaaave, Roy's Roids, ShadowCorp, Definitely Not Robots, and A Better Beautiful You! Each competing for your love, your affection, your money!" The camera pans around the athletes in their tank-like vehicles, each one plastered with more ads. "ARE YOU READY FOR SOME VIOLEEEEEEEEEEENCE?!" Shouts, cheers, screams of excitement and anticipation rise from the crowd as the four athletes work together to destroy the Giant Whiz-BANG, a terrible monster-like creature designed specifically for the Commercial Carnage games.

Princess 05 Character Skeleton

Character Overview
"princess"

Name of Character
Ria

Character Traits
reckless, strong sense of adventure, unaware/uncaring of danger, strong-willed

Age & Gender
31, female 

Physical Description
Ria has long, curly, dark hair. Near the bottom, there are several blonde highlights in her hair, giving it a more dynamic look. Her skin is a warm brown, reminiscent of caramel. Her eyes are a deep brown color that one could easily get lost in. With an athletic build, she can be intimidating at times, but does not try to be. Ria has a very square jaw that gives her a look of control.

Physical Image
(http://www.gina-torres.com/site/wp-content/uploads/zoe_new.jpg)

Clothing & Adornments
More often than not, Ria wears dull colors: browns, greys, desaturated greens, even. She almost always wears trousers and a shirt that ends just past her elbows. Her hair is pinned back, away from her face. Around her neck is a simple necklace that she tucks into her shirt so as to prevent it from catching on anything and breaking. Around her waist is a belt which carries many useful items that Ria thinks are necessary for when she goes off on an adventure.

Physicalities
Ria walks at a very fast pace. Her steps have a certain joviality to them that is unmistakable. Every now and then, there is a maniac look on her face, full of excitement and a desire for adventure.

Backstory
Ria was born to a wealthy family. She could have been anything-- anything-- she had wanted to be. Ria chose to be an "adventurer." To this day, her mother is not completely certain that it is even a real job, but Ria doesn't seem to care in the slightest. She has taken to gathering groups of people and taking them along with her on her crazy adventures. It's almost necessary considering how often she gets herself into a sticky situation that she can't quite get herself out of.

Emotional Arc
At the beginning of the game, Ria is determined to find a particular item. She cannot be talked out of it. She is stubborn and determined. As the game progresses, and everything starts to go wrong, her will seems to be broken. However, with the help of her team, her determination is restored and she is able to make it through the journey and find the item, feeling better than ever.

Gameplay Element
This is the player character.

Environment
Ria lives in a world much like our own. The major difference is that archeology is classified as adventuring and it is not a real job. Museums will pay handsomely for the artifacts collected, but it is meant to be more of a hobby than an actual profession.

Job/Work
Ria is an adventurer. While it is not exactly a real job by many people's standards, it is all Ria ever wants to do.

Speech Patterns/Dialect/Accent
When Ria speaks, there is the sound of excitement in her words. Her voice is sultry, as if she could entice people to join her quest with words alone. Every single time she talks, Ria gesticulates wildly. The use of her hands is vital to her communication, or at least she seems to think so.

Sample Dialogue
RIA: C'mon! We haven't got all day! It's just over that horrifyingly old-looking bridge!
COMPANION: Ria...are you sure about this? It seems dangerous.
RIA: Dangerous? How? It doesn't look like it's about to break at all!
COMPANION: Sometimes, I think you are honestly crazy. You know that?
RIA: That so? Well, maybe I am!

Princess 04 Character Skeleton

Character Overview
"princess"

Name of Character
Simon

Character Traits
spoiled brat, lacks common sense, tactless, arrogant

Age & Gender
23, male 

Physical Description
Tall, lean, and handsome, Simon is more than aware of how attractive he is, and it shows. His dark skin, dark hair, and dark eyes make for a strikingly handsome complexion. With what little facial hair he has, he looks sightly older than he really is. He has lean muscle that he works hard to maintain. His dark hair is kept buzzed to a very short length.

Physical Image
(http://haveuheard.net/wp-content/uploads/2010/06/aldis3.jpg)

Clothing & Adornments
Simon prefers to look his best on every occasion, refusing to wear anything other than the finest clothing. He tends towards silks, satins, and other rich fabrics. There is never a moment that he goes without his rings. They are the most important part of his ensemble at any given moment.

Physicalities
If there is anything Simon definitely is, it's haughty. He holds himself in such high regard that he thinks he is more deserving than many others and that those people are actually beneath him. He stands tall, his chin up, and a smirk on his face. When he walks, he takes decisive steps in a confrontational manner.

Backstory
Born the poor bastard of a rich man, Simon always felt he was meant to be more than he was. From a young age, he was unkind to others, knowing his father's identity, thinking they were beneath him. Even now, with his age, he still looks down on people much too frequently. It tends to get him into lots of trouble as many people don't take kindly to his attitude.

Emotional Arc
At the beginning, when the player first encounters Simon, Simon is rude and doesn't seem to care one iota about the player. As they journey together, however, Simon changes, realizing that he may not actually be the best at anything. Simon changes his outlook on the world, thinking perhaps he isn't actually better than everyone else.

Gameplay Element
Simon is one of the player's companions.

Environment
The world Simon lives in is a modern fantasy setting. There are all the elements of medieval fantasy within the modern world.

Job/Work
Simon has never honestly had career goals. Sure, he was supposed to help his mother, but he always refused.

Speech Patterns/Dialect/Accent
Simon speaks condescendingly to people on the best occasions. On the worst occasions, he speaks both condescendingly and hatefully. He tends towards more formal language.

Sample Dialogue
SIMON: I can't be seen with you if you're going to be wearing that.
PLAYER: Excuse you.
SIMON: I am not kidding. You need to change your clothing if you want to be seen with me.
PLAYER: I'm not changing.
SIMON: Then I am not going.

Princess 03 Character Skeleton

Character Overview
"princess"

Name of Character
Edith

Character Traits
frail, optimistic, experiencing dementia, aloof

Age & Gender
84, female 

Physical Description
Hunched with age, Edith was once a beautiful woman. She is still beautiful, though not by the standards of most people. Her hair is snow white, pale and soft and thin, much like her skin which is almost translucent. Her hands and feet are gnarled with arthritis. Her eyes, once a deep brown, have dulled with time and tend to be vacant as she stares off into nothingness.

Physical Image
(http://ia.media-imdb.com/images/M/MV5BMTM2MTQ3OTQ0N15BMl5BanBnXkFtZTYwNDM0NDg2._V1._SX485_SY322_.jpg)

Clothing & Adornments
Edith wears a simple white nightgown made of cotton. Most notable is the bed she spends almost all of her time in. It has become almost a part of her at this point. Her long hair is often braided in a simple plait, pulled around the side of her neck.

Physicalities
As Edith spends all of her time in bed, she does not walk much. When she does, she is slow, hobbling along at an extremely slow pace. Her hands shake and her eyes are nearly always vacant, staring at something no one else can see.

Backstory
Edith was a beautiful woman once. Illness took her at the age of sixty-three, forcing her to spend most of her time bed-ridden. During that time, she started to become lost, dementia was taking over her brain. By the age of eighty-three, she was almost completely gone. Her children want to find her, to save her. They are searching for a way of doing so.

Emotional Arc
At the start of the game, Edith is nearly void of emotion, unable to express how she feels or what she is thinking. By the end of the game, if the player has managed to find Edith and bring her back from the void of her mind, she is overly grateful, glad to be found and no longer wandering.

Gameplay Element
The player spends a majority of the game within Edith's conscience, re-organizing her memories and bringing Edith's consciousness back.

Environment
Edith lives in the present world. However, most of the game takes place within her mind.

Job/Work
Edith does not have a job as she is lost to herself and unable to actually work.

Speech Patterns/Dialect/Accent
Though her speech is rare, when Edith does speak, she uses broken sentences ands words that don't particularly make any sense.

Sample Dialogue
PLAYER: Edith? Edith, can you hear me?
EDITH: What's that dear?
PLAYER: Edith, are you there?
EDITH: No, thank you. I would not like... 
PLAYER: Edith, where are you?
EDITH: Grapefruits.