Sei sulla pagina 1di 13

By Josh Chapman

Surreptitious
Design Overview
By Josh Chapman

1|Page
By Josh Chapman

Contents
1.0 Overview
2.0 Game Title
3.0 Format
4.0 Genre
5.0 Market Research
6.0 Identify your audience
7.0 Territories
8.0 Comprehensive Overview
9.0 Theme of the Game
10.0 Structure of the Game
11.0 All Features
12.0 Characters
13.0 Game Mechanics
14.0 Storyline
15.0 Environment
16.0 (12.0 and 15.0)
17.0 Conclusion

2|Page
By Josh Chapman

1.0 Overview
Surreptitious means to be kept secret as it would not be approved of which is the perfect
meaning for my game, as it is a stealth/action game. It is for the ages of 18+ as it includes;
strong language and violence and sexual scenes.

1.1 Scenario
The game starts off in a 1950s environment, and you are a child of 1 years old,
living at home with your parents, and you get sent to bed at a certain time. So
this is where the game all starts as you learn how to climb out of your crib, and
not alert your parents. Over the years you learn the skills to your advantage.
(More explained in Storyline).

2.0 Game Title


Surreptitious means to be
kept secret as it would not be
approved of. This is because
my game is a stealth/action game, and some of the things you must do wouldnt be
approved of, depending on who it is. It also ties in with audience participation, as many
people might not know what Surreptitious means so they will research it, making the
audience seem more interested in the game.

3.0 Format of Game


The
formats
that I will
release my games on will be all next-gen consoles (PS4 and Xbox One) and PC. This because
it is the largest platforms that are available for gaming. The graphics are going to be
produced and developed by Bethesda as they are well known for their graphics that they
produce for their games, Such as Skyrim or Fallout.

4.0 Genre it fits into


The genre my game fits into is in the category of Action/stealth. It also has similar aspects of
an RPG, because once you complete the introduction, the world is open to the players
endless possibilities.

5.0 Market Research


Audience
Some game genres appeal more specific groups in the population and age ranges. These
are defined as the target audience. Take for example the games at the ceebeebies
website, these are aimed at the preschool audience. Some games are aimed at one

3|Page
By Josh Chapman

gender more than others, there has been a recent rise in the number of games aimed at
female gamers. This has been partially driven by social networks and smart phones as
well as pink consoles. If you look at the numbers on the survey you will see the there is
only 2% of a difference in the number of male/female gamers.

Age
Age ratings ensure that entertainment content, such
as films, videos, DVDs, and computer and video
games, is clearly labelled for the minimum age group
for which it is suitable. Age ratings provide guidance
to consumers to help them decide whether or not to
buy a particular product.

Previously, in the UK, age ratings for computer and


video games sold in shops or online retailers for
consoles and PCs came under two complementary
systems: the voluntary European PEGI system, which
stands for Pan-European Games Information, and the
mandatory BBFC system, which stands for British
Board of Film Classification.
Now, PEGI is the sole system used for new console and PC games. PEGI is used and
recognised throughout Europe and is supported by the European Commission. Many
thousands of games have been PEGI-rated since the scheme was devised and introduced
in early 2003. It is important to note that in the UK, PEGI 12, 16 and 18 ratings are
legally enforceable meaning that they cannot be supplied to persons below those
respective age bars. The body responsible for applying UK PEGI ratings is the Games
Rating Authority (GRA).

Essentially, the PEGI rating on a game confirms that it contains content suitable for a
certain age group and above. So, a 7 game is suitable for everyone who is seven or
older while an 18-rated game is deemed suitable only for adults. It is not, however, a
measure of who will enjoy the game or how difficult that game is.
There are also age ratings systems operating for games played on phones and tablets or
played directly over the internet via a PC. These systems broadly operate in similar ways
to PEGI but have slightly different age levels and/or content descriptors.
When buying a game for anyone under the age of 18, always look at the age rating to
check it is suitable for the intended end-user.

Core and Casual Gamers


Ultra casual or non-gamers. A person obtaining a low score from the 15 Factors of
Classification could be a casual gamer or even a non-gamer. "Ultra casual" gamers have
great potential for further exploitation; they have clearly demonstrated at least some
interest in gaming. However, much needs to be done to determine the factors that turn
the "ultra casual" into the "casual". Gamers included in this category, could, in theory,
incorporate any section of the demographic ranging from 8 year-olds to old-age

4|Page
By Josh Chapman

pensioners. As long as the person has some kind of


experience with games or interest in them, he or she
is likely to be a potential customer. Non-gamers may
or may not be potential customers; it depends on
whether the reason that they don't play at the
moment is a total disinterest and rejection of games,
or a lack of information and opportunities to play.
Further survey questions could distinguish between
these groups, and those subjects who do not and will
not ever play should be eliminated from the dataset.

Casual. With a higher score than the above category, but lower than that of the
preceding ones, casual gamers show a mild response to the 15 Factors. Casual gamers
are not ignorant or indifferent about games, but simply show a reserved level of
interest.

Gaming Communities
In computer and video gaming, a clan, community, guild or faction is an organized group
of players that
regularly play
together in one or
more multiplayer
games, but is focused
on a particular game.
These games range
from groups of a few
friends to 4000-
person organizations,
with a broad range of
structures, goals and
members. The lifespan of a clan also varies considerably, from a few weeks to over a
decade. Numerous clans exist for nearly every online game available today, notably in
first-person shooters, massively multiplayer games, role-playing video games, and
strategy games. There are also meta-groups that span a wide variety of games. Some
clans formed by groups of players have grown into multi-million dollar professional
eSports teams.

In RPGs like my game, Clans also exist in other genres, where they are often referred to
by a different name and serve a purpose more suited to the game. Many massively
multiplayer online (MMO) and role-playing video games (RPGs) tend to call them
"guilds" or invent their own term. Examples of this include Star Wars Galaxies ("player
associations") and EVE Online ("corporations"). EVE Online is also notable for having
defined the system in more detail than is common in most MMOs, with "alliances" being
a larger grouping. In the superhero-based game City of Heroes, they are called

5|Page
By Josh Chapman

"supergroups", and are similar in structure to comic book hero organizations like the X-
Men. Lastly, in Final Fantasy XI, such clans are called "linkshells" and players of the
game have the tendency and ability to be in more than one at once.

Preferred Game genre


My preferred genre is RPG. A role-playing game (RPG and sometimes roleplaying game)
is a game in which players
assume the roles of
characters in a fictional
setting. Players take
responsibility for acting out
these roles within a
narrative, either through
literal acting or through a
process of structured
decision-making or
character development.
Actions taken within many games succeed or fail according to a formal system of rules
and guidelines.

There are several forms of RPG. The original form, sometimes called the table top RPG,
is conducted through discussion, whereas in live action role-playing games (LARP)
players physically perform their characters actions. In both of these forms, an arranger
called a game master (GM) usually decides on the rules and setting to be used, acting as
referee, while each of the other players plays the role of a single character.
Several varieties of RPG also exist in electronic media, such as multi-player text-based
MUDs and their graphics-based successors, massively multiplayer online role-playing
games (MMORPGs). Role-playing games also include single-player role-playing video
games in which players control a character or team who undertake quests, and may
include capabilities that advance using statistical mechanics. These games often share
settings and rules with table top RPGs, but emphasize character advancement more
than collaborative storytelling.

Despite this variety of forms, some game forms such as trading card games and war-
games that are related to role-playing games may not be included. Role-playing activity
may sometimes be present in such games, but it is not the primary focus. The term is
also sometimes used to describe role-play simulation games and exercises used in
teaching, training, and academic research.

6.0 Identify your Audience


The audience I am looking to appeal are people over the age of 18, as I am following the
PEGI rating systems. The gender I am looking to appeal to are mainly males, but hopefully
some females will enjoy the game too. I am also trying to appeal to those who enjoy

6|Page
By Josh Chapman

Bethesda games, as this game is a similar style to Skyrim and Fallout, it just has a more
captivating story.

7.0 Territories

Territories is where the


game is going to be
taking place, so mine is
going to take place in
my own town in
America called
Haverhill in Portland.
This is the only place
you can travel in as it
will cost far too much to
do the whole of
America. There are
many different cities and places to visit, however you will always remain in Portland until a
DLC comes out. The city of Haverhill was built along the banks of a crystal clear river and is
truly a true modern city. Its appearance is matched by the backdrop of cascading waterfalls
which have helped shape the city to what it is today.
The trade resources these waterfalls brought were of great importance, but they were also
influential when it came to architectural designs as the vast majority of buildings have their
own man-made waterfalls or similar elements as part of their architecture.
The skyline is growing with similar skyscrapers and they all seem to be in perfect unison
despite being different. Business is booming in Haverhill and it has attracted a lot of
attention. Countless cultures have left their mark not just on the city's cuisine, but also upon
the city's identity. What historically was a city of predictability has grown into an
amalgamation of differences and it's this that unites the 7 million people to this day.
It's this multicultural identity that has truly left its mark.

8.0 Comprehensive Overview

Surreptitious is a game design for people to learn about the ways of how most families
functioned in the time of 1950s America, many people were in poverty and couldnt afford a
living so Im trying to bring that world back to life so people are familiar. This is all at the
start of the game until the nuclear apocalypse happens, and destroys most of mankind.
Luckily, the home is quite far away from the blast, however the home will never function the
way it did ever again. In the 1950s there was a lot of speculation of all these futuristic ideas
and there was a big buzz of all these gadgets that we have nowadays that are considered as
alien-like technology, and is a vibe that I really enjoy but cant explain.

9.0 Theme of the Game

7|Page
By Josh Chapman

The theme of my game is set in 1950's America, and follows a corrupt family who are
dealing with financial problems during that time. The Father is getting paid enough to keep
the family running and slowly starts to go insane, and his family dont like it. Due to the fact
that the father is a lot harsher than he used to be, it means that he isnt lenient with his
children. The main character at the start is only 1 years of age, but that means that he has to
go to bed quite early (which no child will agree with).

10.0 Structure of the game


The structure of the game is quite similar to other Bethesda games such as fallout or Skyrim,
but can also be compared to dishonoured. Dishonoured has a different look and feel than
Fallout or Skyrim, but I want the same kind of gameplay from those two game too. Thats
why I am going to team up with Bethesda so that we can work together around my ideas of
making my game the best that Bethesda have released so far.

11.0 All Features


In the game you start off as a young child at the age of 1 years old, so your skills and similar
traits are very limited, as you progress throughout the game, you can level up, earn perks
and skills, even find hidden collectables that will enhance or reward you with certain traits
and abilities. You have a perk tree in the game in which you earn Perk Points (PP) which will
be rewarded every time you level up. You can level up by performing acts such as Sneaking,
or Hacking Databases, which will obviously level up the Sneaking or Hacking skill. You can
find weapons and armour that may have some certain 'Charms' which can enhance things
like health or stamina. They may also help the weapon by making it 20% more powerful
against 'Deathrats' or 'Cyborgs'. The weapons available in this game are endless as you can
combine any kind of weapon related item and mash it into one gun. For example, if you
wanted a sniper rifle, but you wanted a laser ray to fire as that is more powerful that a
bullet, no problem, there are workbenches all over the game that grant the player this
amount of fun. There will also be a lot of Easter eggs in the game, much related to my
amusement, as many people who play this game will like who I like, for example I may
include references from Breaking Bad or The Walking Dead. But I will definitely be references
some of Bethesda's work too.

12.0Characters
There will be a lot of characters that you come across in the game, but I will highlight all of
the main characters. I will be talking about the main part of the game rather than the
beginning as this is where you will see most of the characters for a long time. The characters
I will describe is as the game has fully begun.

8|Page
By Josh Chapman

Kyle Poole Main Character (Played by


Charlie Heaton)
Silver, coiled hair slightly covers a full, sad
face. Dancing grey eyes, set a-symmetrically
within their sockets, watch delightfully over
the family who he grew up with.
A tattoo resembling a lion paw is subtly
placed on the left side of his neck leaves a
stinging memory of battles long forgotten.
The is the face of Kyle Poole. He stands
awkwardly among others, despite his subtle
frame.
There's something mystifying about him,
perhaps it's a feeling of sadness or perhaps
it's simply a feeling of shame. But
nonetheless, people tend to pretend to be his
friend, while commending him for his deeds.

Titus Poole - Father (Played by Norman Reedus)


White, curly hair slightly covers a bony, wild face. Gentle grey eyes, set tightly within their
sockets, watch attentively as he reminisces the past for too long.
Fair skin seductively compliments his mouth and leaves a beautiful memory of his fortunate
survival.
The is the face of Titus Poole, a true mastermind in what he does. He stands tall among
others, despite his slim frame.
There's something extraordinary about him, perhaps it's a feeling of delight or perhaps it's
simply a feeling of shame. But nonetheless, people tend to pretend to be his friend, while
trying to hide from him. Maybe because he is up to something.

Scarlett Poole Mother (Played by Robin Wright)


Blonde, long wavy hair almost fully covers a craggy, menacing face. Bright hazel eyes, set
sunken within their sockets, watch thoughtfully over the haven they've rarely felt at home at
for so long.
Fire has left a mark reaching from just under the right eye, running towards her upper lip
and ending above her right eye leaves a pleasurable memory of former love.
The is the face of Scarlett Poole, a true lady by day, and a freak by night. She stands
seductively among others, despite her thin frame.

9|Page
By Josh Chapman

There's something appealing about her, perhaps it's her warmth or perhaps it's simply her
goodwill. But nonetheless, people tend to assist her, while jealousy consumes them.

Isaac Poole Brother (Played by Iwan Rheon)


black, flowing hair almost fully covers a handsome, anguished face. Heavy brown eyes, set
buried within their sockets, watch slowly over the brother he enjoys making his life a living
hell.
A scar reaching from just under the left eyebrow, running towards his upper lip and ending
on his left cheekbone leaves a grievous memory of his adventurous love life.
The is the face of Isaac Poole, a true maniac in modern day society. He stands small among
others, despite his delicate frame.
There's something different about him, perhaps it's his personality or perhaps it's simply his
sense of justice. But nonetheless, people tend to ask him for favours, while commending him
for his deeds.

Agent Diablo FBI Agent (Played by Bryan Cranston)


Chestnut, greasy hair clumsily hangs over a fine, anguished face. Big, round grey eyes, set
deep within their sockets, watch longingly over the children they've protected for so long.
A moustache and goatee delightfully compliments his nose and leaves a pleasant memory of
his upbringing.
The is the face of Agent Diablo, a true nobleman among humans. He stands tall among
others, despite his slim frame.
There's something inexplicable about him, perhaps it's his odd companions or perhaps it's
simply his sympathy. But nonetheless, people tend to take pride in knowing him, while
hoping their sons will grow up to be like him.

Ruby Riley Love Interest (Played by Kate Upton)


Blonde, curly hair double braided to reveal a fresh, anguished face. Dead green eyes, set
sunken within their sockets, watch impatiently over the rivers they've felt at home at for so
long.
An accident in her youth left a mark stretching from just under the right eye, first running
towards her fairly big lips and ending on her left cheek leaves a grievous memory of restored
honour.
The is the face of Ruby Riley, a true sight for young men. She stands seductively among
others, despite her athletic frame.

10 | P a g e
By Josh Chapman

There's something enigmatic about her, perhaps it's her odd friends or perhaps it's simply
her sympathy. But nonetheless, people tend to pretend to be her friend, while secretly
training to become more like her.

13.0 Game Mechanics


Game mechanics are constructs of rules or methods designed for interaction with the game
state, thus providing gameplay. All games use mechanics; however, theories and styles differ
as to their ultimate importance to the game. In general, the process and study of game
design, or ludology, are efforts to come up with game mechanics that allow for people
playing a game to have an engaging, but not necessarily fun, experience.
The interaction of various game mechanics in a game determines the complexity and level of
player interaction in the game, and in conjunction with the game's environment and
resources determine game balance. Some forms of game mechanics have been used in
games for centuries, while others are relatively new, having been invented within the past
decade.
There arent really that many rules or limits to my game, but it does feature rules that are for
the players realistic implements in the game. Here are a few examples;

You cant fast travel to a destination until you have visited it first.
You cant have over a certain amount of carry weight.
You cant lock pick a door that requires a key.
You cant go beyond the borders until a quest allows you to.

14.0 Storyline
The game starts off in a 1950s environment, and you are a child of 1 years old, living at
home with your parents, and you get sent to bed at a certain time. So this is where the game
all starts as you learn how to climb out of your crib, and not alert your parents. Over the
years you learn the skills to your advantage. The Father isnt getting paid enough to keep the
family running and slowly starts to go insane, and his family dont like it. Due to the fact that
the father is a lot harsher than he used to be, it means that he isnt lenient with his children.
As you get older you learn more skills and unlock new abilities as you sneak out of other
possible situations that your parents wont agree with, such as sneaking out to parties or
school or college. As you are at a major party hosted by your best friend you hear the news
that a nuclear explosion has detonated in the nearby city of Cravage, and all rumours are
that your father is the one to blame. The main campaign of the game now is to speak to
different NPCs in the game to try and prove your fathers innocence. There are 2 multiple
endings, you can either end your fathers life, because he made your life a mess, or you can
save him, but never forgive what he did.

11 | P a g e
By Josh Chapman

15.0 Game Environment

The game is going to take place in my own town in America called Haverhill in Portland.
This is the only place you can travel in as it will cost far too much to do the whole of America.
There are many different cities and places to visit, however you will always remain in
Portland until a DLC comes out. The city of Haverhill was built along the banks of a crystal
clear river and is truly a true modern city. Its appearance is matched by the backdrop of
cascading waterfalls which have helped shape the city to what it is today.
The trade resources these waterfalls brought were of great importance, but they were also
influential when it came to architectural designs as the vast majority of buildings have their
own man-made waterfalls or similar elements as part of their architecture.
The skyline is growing with similar skyscrapers and they all seem to be in perfect unison
despite being different. Business is booming in Haverhill and it has attracted a lot of
attention. Countless cultures have left their mark not just on the city's cuisine, but also upon
the city's identity. What historically was a city of predictability has grown into an
amalgamation of differences and it's this that unites the 7 million people to this day. It's this
multicultural identity that has truly left its mark.
The example above is a sketch I have done for my environment.

16.0 Final Character (See 12.0 Characters)


Final Environment (See 15.0 Environment)

17.0 Conclusion
12 | P a g e
By Josh Chapman

I believe that my game will be a huge success as it is a game that has appealed to a lot of
people in the past, it will be relatively cheap too (34.97) which is affordable. The story will
be thrilling and captivating for everyone who plays, and I feel it will bring a whole new
meaning to gaming as a whole.

UPDATES
Language
The language of my game will be mainly produced in English, French, Italian, Spanish,
Chinese, Japanese, Korean. This is so I can achieve a global success with my game

Objectives
You will have one main objective within the game which is the story, however you will have
to complete various side quests and missions in order to get better gear in the game.

13 | P a g e

Potrebbero piacerti anche