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Surreptitious
Design Overview
By Josh Chapman
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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
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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).
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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.
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.
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By Josh Chapman
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
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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.
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.
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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
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.
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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).
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.
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By Josh Chapman
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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.
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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.
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.
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By Josh Chapman
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.
17.0 Conclusion
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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.
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