Friday 5 February 2010

The Raven's Revenge (2nd Year CGD project)

You work for a game developer who has received interest in a commission from the National Roman Legion Museum. As a member of the design team you are expected to start fleshing out this high concept document and producing a prototype quickly before the Museum’s interest grows cold and possible funding is lost.


The concept has been green lit on the premise that it holds true to the proposed hybrid action adventure / RPG genre but the Museum has said that the concept is open to interpretation. The game is based around the exploits of Bran (Welsh for Raven), a young male Celt living in a small settlement outside the Roman Fortress of Isca (Caerleon) in AD 100.


Caerleon - the “fortress of the Legion” - was one of the most important military sites in Britain under the Roman Empire. It was the home of the 2nd Augustan Legion, housing 5,500 soldiers and horsemen, with an amphitheatre and baths inside the Fortress. There was also a thriving settlement called the Canabae outside the Fortress walls.


Background:
Bran is part of a tribe who are plotting against the Romans. His father was killed by the Roman Army and he has a strong personal hatred of the Romans that will be challenged later in the game. He has been sent on a mission to steal important documents from the Fortress that will help them get an important advantage over the Romans.


Level No:
2 of 10


Location:
The Canabae – a town directly outside the walls of the Fortress.


Objective:
To gather information / weapons / items that will enable the Celt to get inside the Fortress.


Mechanics:
Navigation / problem solving / basic interaction


Difficulty:
Easy - Moderate




From this game concept, work up the following:


Develop one of the game mechanics:
Take one of the game mechanics outlined above and develop it further. When developing the mechanic you will need to discuss and pin down what’s needed to make it work. You are free to take the idea in any direction that appears strong but must adhere to the core concept of the game.
Controls – What system are you using, why, what are the benefits over the others.
Camera system – How to keep the action visually immediate while still allowing clear understanding of the battle as a whole.
H.U.D – How will you communicate the various information needed to keep the player informed.
Character feedback – How do you communicate the status of your health, allies, updating mission goals and objectives.
Environment – How does the nature of the environment effect gameplay.


Write a Mission Walkthrough:
Write the walkthrough for one of the main missions of the game. Describe the mission step-by-step. How will you structure the mission? Take into account the ebb and flow of missions, the need to save and frustration reliving check points on achieved goals. Are there any set pieces that need to be triggered and completed or is the missions’ tactics open to interpretation?


Location:
Describe the location. Are there areas of significant advantage or areas that should be avoided like the plague?


Characters:
Who are the key characters in the game?


Set Pieces:
Describe any spectacular, Wow! moments that will make an amazing experience for the player. Do certain actions set off set pieces? Do they trigger non-interactive cut scenes or do you still keep control of your character as the cut scene plays out? Do you need to keep certain characters alive to trigger set conversations or tactics?


Above all, games ask the player to invest their time and energy, and as such should be equally rewarded for their efforts. Although the game should reward the player with items or special skills, it is these sections that visually spoil the player and should make the most memorable parts of the game.


References:
http://www.roman-britain.org/maps/settlement_intro.htm
http://www.britarch.ac.uk/caf/wikka.php?wakka=CLFBackground
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