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Tuesday, September 20, 2011

Design Driven Narrative

This is my written suggestions for Blink's world development. I just wanted to emphasize that these are merely suggestions that are specifically aimed at giving direction for the game's visual design. I feel it simple gives reason to the games original intentions and yet is still mailable and open ended enough to allow for the perfunctory changes the always happen during any game's development.


Blink - Design Driven Narrative
David Woo
Setting:
  1. What’s the same - Futuristic medical facility in space. Purpose for facility is research in cybernetic enhancement.
  2. What’s different - Purpose for facility is research in cybernetic enhancement AND teleportation run by government but disguised as a prosthetic research lab.
  3. Reason -
  • This would be an obscenely expensive facility to run. No private investor could afford this as a hobby. Government funding would justify such an elaborate set up. It would justify the need to develop such an expensive weapon (defend country from hostile aggressors).
  • It is a secret facility (i.e. disguised) so it would justify why its beautifully designed and aesthetically pleasing. A military hospital is very different from, say, a prosthetic research facility run by M.I.T.
  • Additionally, it would justify why there are certain areas the player cannot teleport to. A facility developing this technology would have safety measures to protect its valuable research, but in game speak: guide the player through the levels while still allowing them to roam and explore without accidentally falling off the game grid or prematurely advancing a level.
Antagonist:
  1. What’s the same - He wants Iris. He’s an omnipresent being, like a dark cloud looming over you, always watching. His (personally, I would like it to be a her, but whatev’s ^_^ ) presence is known throughout the facility, like clues to a grizzly murder with his fingerprints all over but there’s nothing you can do, ‘cause he’s in control... for now.
  2. What’s different - he’s a spy (from an opposing country with better technology, hence the need to spend so much money on this project) disguised as your ally. He appears to be helping you “escape” from this “prison facility” but is in fact trying to steal YOU, Iris - the secret weapon. He has hacked the facility, taken control of the automated service and maintenance robots, and cleared the facility of the HUMAN inhabitants (by trapping and locking them away somewhere).
  3. Reason -
  • This would justify why there are no other humans in the game. In order to successfully manipulate Iris, he would have to remove all the sentient beings and recognizable faces who could thwart his master plan. It would also justify why the machines are attacking all human targets as most normal humans would run and hide. But Iris isn’t normal now, is she?
  • Additionally, this would justify why the robots look humanoid and have their delicate innards exposed and why the facility has more of them instead of actual people. The robots are like automated wardens and nurses; big enough to carry patients (like help them onto their bed) and yet vulnerable enough to be susceptible to melee attacks (a war machine would be bullet proof and have no visible weaknesses).
  • Some robots don’t have to look humanoid, like maintenance droids who need to be able to climb up walls and ceilings to change light bulbs and fix air vents. (*Hint, hint. *Wink, wink. *Cough-Licker-from-Resident-Evil-cough.)
Protagonist:
  1. What’s the same - Special agent. Professional, driven, kicks ass, acrobatic, victim of circumstance. Her motivation is to get out and blow up base. She is barely coming to understand her powers allowing for progression and development.
  2. What’s different - She still thinks this is a evil experiment and must escape, but the reality is that she volunteered for this experiment and is being manipulated by antagonist via mind control collar (or something). She was infiltrated/assimilated at end of her final cybernetic upgrade so she is still not quite familiar with her abilities (even more so now with the mind control device). She comes to after the coup d'état (i.e. in medias res) unaware of the preceding events and under the influence of a controlled amnesia. Think “The Bourne Identity.”
  3. Reason -
  • This would justify why the character can effectively use the teleportation ability (as opposed to, like, accidentally teleporting herself inside out) and can control her super human strength/acrobatic/combat abilities (ditto, like accidentally crushing her head on the ceiling from jumping too high or ripping her face off when she wipes her nose) BUT still allow for her to discover new abilities and techniques.
  • Design wise, this would justify why she has cool looking outfits that look like they were custom designed for her i.e. form fitting but maybe also that teleport with her, as opposed to accidentally reappearing in the nude. (Although in retrospect that sounds kinda cool. *Snicker, snicker ;)
  • Also, this justifies why she can access/use cool and interesting weapons. A prison would have a sparse selection or, more than likely, only have weapons that are ineffective against the robotic guards.

1 comment:

  1. Got a response back from the project leads yesterday. They're gonna implement some for the ideas and are now in the process of developing a narrative document. AWESOME!! :D

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