GEuser wrote:Should we adopt a similar focus attached to the hero and villain and supporting characters. Of course little details here and there that do drift but are essential to will need to be given for descriptive details of the game world.
It would also be pretty cool if playing through the story dealt with strategic choices, so not only is it a matter of exploring different choices/endings, but also a matter of how to best fight big brother.
happyjustbecause wrote:I like the idea of having things like newspapers and propaganda that you can see. We should show the player the reason that things are bad, not just thrust them into the situation. Show some disparity among the people, show a protest, the conflict between the opposing sides. Instead of having things off screen and just hearing about it, the player should have an understanding of why big brother should be taken down...
Skydereign wrote:...Of course as happyjustbecause said, we wouldn't want to just have choices of siding with big brother, or siding with the revolution. I'm imagining choices such as to save your father at the first opportunity (putting yourself before the cause) or to do as you are told, and have an easier fight against big brother. It would also be pretty cool if playing through the story dealt with strategic choices, so not only is it a matter of exploring different choices/endings, but also a matter of how to best fight big brother. Since the main character becomes a strong influence in the fight against big brother, the character will be in the position to make such choices.
Skydereign wrote:What kind of endings do we want? What kind of emotional attachments and reactions are we trying to create? Should this story be an epic tale of betrayal? The world we are setting up is one that is in the midst of a paradigm shift, so I think the major branching should reflect this.
skydereign wrote:I don't think we'll end up taking the approach of having branching dialogue per say, but rather we'll have branching events. We could if people really want branching dialogue, but it seems like unnecessary work, unless we actually want to exploit that kind of interaction.
Jagmaster wrote:I think the propaganda is a necessity, without a doubt. I also like the idea of having protests, but perhaps you see the aftermath of a protest, instead of it happening right in front of you. This way the player is able to come to his own conclusions about what had happened based on such evidence (ruined buildings, the overall morale of the people, etc)
The authorities would likely try to cover up any evidence of disturbance. They could try to paint the picture that everything is hunky-dory (when it obviously isn't) perhaps blasting propaganda through loudspeakers or something of the like. Or better yet, build some kind of propaganda around the protest itself, painting big brother to be the "hero" for ridding the community of these "delinquents" that would "dare to disturb the peace and endanger security". Again, pasting that all over the environment via loudspeakers, posters etc.
Jagmaster wrote:Say you start the game enrolled in an institution (known as ISEE, an acronym for Institution of Skill Evaluation and Employment). In this institution, pupils are judged in areas such as strength, skill, intelligence, and loyalty. If an individual is lacking in these areas, students are expelled, most of whom will find refuge in the under-cities. Upon completion of your training, you will be assigned (or more accurately, forced into) an apprenticeship based on your grades and your rank/nobility. You have to choose at this point whether to stay, or drop out.
If you decide to stay, then your plan is to work your way up in high society in order to infiltrate Big Brother. You believe that if you are able to take the establishment down from the inside, you can then free your captive father.
Either that or you decide to drop out. You to hear whispers of a growing rebellion. A mysterious figure begins to mobilize a resistance against Big Brother. This intrigues you, gives you a feeling of hope. This may be a way to infiltrate Archstreptis and free your father.
Basically you have the same goal either choice. You either work within Big brother's system, or completely outside of it to try to rescue your father.
Jagmaster wrote:I also think we should have some kind of double agent character, someone who, if you are still "In the system" will convince you to to join him to form a "new rebellion". Near the end, he'd reveal is true colors and betray you.
Sounds like a good place to divide the story. My major concern though is that we'd need some way of catching the player's interest really quickly. We were previously considering throwing the player into an invasion, that way they get a taste of the gameplay and actiony side of the game. We could do it where your choice is actually before the academy, when they are recruiting people (capturing them).
happyjustbecause wrote: Maybe the battle scene as the intro could be an over the top dream. This would give us an excuse to arm the player with a lot of power and keep the game pretty easy in the beginning. It could portray him as the hero that topples the regime or something. Then he wakes up in the institution after just being hit by the teacher yelling "WAKE UP!"
happyjustbecause wrote:I second that an O'Brien like character would be cool to have, a betrayal can throw players off if we do it convincingly. We should do something to make it so that if the player replays the story though, the betrayal isn't always what the player has to experience. I don't know how we'd do that but, betrayals are kind of one time deals.
skydereign wrote: If we go for a dream sequence, there'll need to be some reason for the dream. This can take the form as a flashback as the regimes changed (switch to big brother), or perhaps war stories his father used to tell him. With those choices, we can go with two different takes on big brother.
happyjustbecause wrote:I think I like the second take more. The first one's good too, but the second seems a little for some reason. I like the idea that the regime wasn't taken purely by force, but through memory erasing and underground means. I also think it would make the revolutionaries more interesting, instead of just yelling about the destruction Big Brother has caused, they're yelling about how people's memories are being erased. This may offer more unique gameplay, since we could focus on story a lot, not only action, but once the rebels inform enough people, there would be a lot of fighting anyways.
happyjustbecause wrote:As far as the steampunk technology. Isn't our excuse for that just that the rebels are scrounging to get whatever types of materials they can? Making any machinery and weaponry they can manage to create. And did we kind of decide that B.B's army would have better technology, not really steampunk right? I've been picturing the rebels having steampunk rugged armor (not too heavy armor though) and weapons, while B.B's army would have sleek and smooth metal.
happyjustbecause wrote:What is Big Brother's army anyways? Do we want robots or humans, or a mixture? I've been picturing a lot of robots, but we haven't discussed this at great detail yet.
happyjustbecause wrote:I think I like the second take more. The first one's good too, but the second seems a little for some reason. I like the idea that the regime wasn't taken purely by force, but through memory erasing and underground means. I also think it would make the revolutionaries more interesting, instead of just yelling about the destruction Big Brother has caused, they're yelling about how people's memories are being erased. This may offer more unique gameplay, since we could focus on story a lot, not only action, but once the rebels inform enough people, there would be a lot of fighting anyways.
skydereign wrote:Well, I'd like for the steampunk setting to be more than just due to a lack of resources. The world itself was at the steam age, and big brother is forcing a large scale change. There'll be a clash between the two technological ages, hopefully some moral dilemmas to adopting the newer sleeker tech. For instance, rushing such a change will result in casualties. So the regime's military will still use militarized steam technology (much heavier than typical steampunk machines) but they'll also have smooth metal machines.
skydereign wrote:happyjustbecause wrote:What is Big Brother's army anyways? Do we want robots or humans, or a mixture? I've been picturing a lot of robots, but we haven't discussed this at great detail yet.
We were mentioning basic automated machines, as well as some level of mech suits. They would definitely have steam tanks and other vehicles of that calibre. Another part of steampunk I like is the flying machines, so it'd be cool if we can work that in. I'm thinking for the actiony side of this game, we'll need to definitely have an expanded setting of multiple cities (which can add to the military side of it).
Jagmaster wrote:I second this as well. The first rendition was actually more or less what I pictured from the beginning, but the second rendition is more interesting. The memory erasing bit made me think of the plot from Capcom's Remember Me (haven't played it, but I read the synopsis on wikipedia one time). The difference though, is in that game, civilians actually upload thoughts to the internet (and having them manipulated) vs having them erased.
Nevertheless, I'm not sure if it's the best idea to have memories erased per say, but rather by making people forget the past history by re-writing it and cramming it down the people's throats or something. I'll put a little more thought into this later.
Jagmaster wrote:But yeah, regarding the army, I was thinking more along the lines of a mix. Robots would most certainly serve to be the cannon fodders, and we'll want to have enough robots, so one can harvest the parts to make new stuff. The actual people would be the specialists and higher ranking soldiers. It would also be neat to have cyborg type people, with interesting prosthetic limbs and enhancements. They would make neat captains and the generals.
skydereign wrote:Cool, I'll be adding more to it within the week. I've been working on some characters for the bad guys, and one that I quite like is Edward Son. He'd be the main inventor behind the regime, and allegedly the father of the electric robots. Usually calm and collected, he looks at the regime through a business perspective. The player can manage to break his cool, which can lead to saving your father. Since he runs military innovation, he has the most connections to your father (and other inventors that have been captured), you must pursue him to save your father. The boss fight against him would probably look a lot like metal slug bosses.
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