Sunday, February 19, 2012

Game World: CONTRABAND


CONTRABAND

Scene: Checkpoint into the gated community.
 Scene: Firefight outside the drug cartels estates.
 Scene: Another firefight outside houses.
 Scene: Screenshot of the Drug Cartels estate.
 Scene: Hostage situation.

Questions:

Physical Dimension:

1: Does my game require a physical dimension? What is it used for? Is it an essential part of game-play or merely cosmetic?

 Yes the game requires a physical dimension to provide the player a sense of being in the "magic circle". It’s essential to the game play to create a sense of a small community. In the game you can use these buildings for cover and other ways to survive. 

2: Leaving aside issues of implementation or display, how many imaginary spatial dimensions does my game require? If there are three or more, can objects move continuously through the third and higher dimensions, or are these dimensions partitioned into discrete "layers" or zones?

The game requires 3 spatial dimensions and everything but the buildings will be moving.

3: How big is my game world, in light-years or inches? Is accuracy of scale critical, as in a football game, or not, as in a cartoon-like action game?

The game world is going to be accurately proportioned to the size of a normal small town with small gated communities. The game requires the proportions to be 100% accurate because this is going to be a first person shooter game.

4: Will my game need more than one scale, for indoor versus outdoor areas, for example? How many will it actually require?

 The game will only require 2 scales, one for indoors and one for the outdoors.

5: How am I going to handle the relative sizes of objects and people? What about their relative speeds of movement?

The average person is going to be around 5'8" so the buildings around them have to be proportioned to their size. The speed will be accurately equivalent to real life.

6: Who is my world bounded? Am I going to make an effort to disguise the "edge of the world," and if so, with what? What happens if the player tries to go beyond so?

 The game is going to be bounded by houses and natural trees and mountains. There is going to be an "invisible wall" that the players can’t pass but it’s going to be disguised by the houses and trees.

Temporal Dimension:

1: Is time a meaningful element of my game? Does the passage of time change anything in the game world even if the player does nothing, or does the world simply sit still and wait for the player to do something?

            No time will not be meaningful in any sort of way. 

2: If time does change the world, what effects does it have? Does food decay, and do light bulbs burn out?

2 - 6: Time will not affect the game-play in any way.

3: How does time affect the player's avatar? Does he get hungry or tired?
            N/A
4: What is the actual purpose of including time in my game? Is it only a part of the atmosphere, or is it an essential part of the game-play?
            N/A
5. Is there a time scale for my game? Do I need to have measurable quantities of time, such as hours, days, and years, or can I just let time go by without bothering to measure it? Does the player need a clock to keep track of time?
N/A
6. Are there periods of time that I'm going to skip or do without? Is this going to be visible to the player, or will it happen seamlessly?
            N/A
7. Do I need to implement day and night? If I do, what will make night different from day? Will it merely look different, or will it have other effects as well? What about seasons?

The only time the day and night are going to effect the game-play is going to be in different missions throughout the game. Some missions will be "night" missions while the rest are going to be "day" missions.

8: Will any of the time in my game need to be anomalous? If so, why? Will that bother the player? Do I need to explain it away, and if so, how?

No, there will not be any sort of time or timings in the game.

9: Should the player be allowed to adjust time in any way? Why, how, and when?

No they wouldn't, if it’s simply a night mission then it’s going to remain night until the mission is over, same with day missions.

Environmental Dimension:

1: Is my game world set in a particular historical period or geographic location? When and where? Is it an alternate reality, and if so, what makes it different from outs?

The game world is set on earth maybe somewhere in Cuba; however it has no historical locations. The time period is in 2012 so it’s going to be a modern first person shooter game in Cuba.

2: Are there any people in my game world? What are they like? Do they have a complex, highly organized society or a simple, tribal one? How do they govern themselves? How is this social structure reflected in their physical surroundings? Are there different classes of people, guilds, or specialized occupations?

There are going to be people in the game world. Most of the game-play is going to be in gated communities revolved around a small town. There are going to be roaming people going about their daily normal tasks; walking, driving, carrying groceries, etc. The people are going to be independent and will be scared off when they hear gun fire and explosions. The other groups of people will be the drug cartels body guards and private security. They will guard the estates and shoot down (you) the U.S Task Force soldiers who are trying to clear the drug cartels in Cuba. 

3: What do my people value? Trade, martial prowess, imperialism, peace? What kind of lives do they lead in pursuit of these ends? Are they hunters, nomadic, agrarian, industrialized, even postindustrial? How does this affect their buildings and clothing?

The community people will just be in the game-play simply for cosmetics. The drug cartels body guards for example, will roam around the estates of the drug cartels and defend their boss from the U.S Task Force soldiers, they will stop at nothing to defend them. You and your team, the U.S Task Force, will take down the drug cartels and their security. Your team will follow you in missions and depending on how well you strategize, your team will either all live or they can die. 

4: Are my people superstitious or religious? Do they have institutions or religious practices that will be visible in the game? Are there religious buildings? Do the people carry charms or display spiritual emblems?

Yes there will be some religious institution but it won’t be exactly a specific detail in the game-play. 

5: What are my people's aesthetics like? Are they flamboyant or reserved, chaotic or orderly, bright or subtle? What colors do they like? Do they prefer straight lines or curves?

The people of the communities will be reserved and won’t be able to interact with, they will have a destination point and once they get to that destination point they will disappear by going inside a building or a vehicle (however the player won’t be able to go into a building or a vehicle unless it’s part of the missions to go inside the building or a vehicle.) The guards will be very curious and will walk around the estates checking everything around their area they are guarding. If they see suspicious activities, they will alert the other guards and gun you down. Your team, the U.S Task Force will all follow the rules of engagement. For example, they won’t start shooting unless you shoot first, or if they are being shot upon. 

6: If there aren't any people in the game, what are there instead, and what do they look like and how do they behave?

            N/A

7: Does my game take place indoors or outdoors, or both? If indoors, what are the furnishings and interior decor like? If outdoors, what is the geography and architecture like?

            The game "Contraband" takes place indoors and outdoors. The outdoors is in a gated community and you will be able to see the big mansions of the drug cartels and checkpoints. You can see houses and cars etc. The indoors will be mostly a well furnished fancy house. 

8: What are the style and mood of my game? How am I going to create them with art, sound, and music?

The style is a first person shooter game; the mood of the game is a serious action based game-play. The mood will be created by the dramatic music that will be playing during the missions and the sounds of guns, explosions, and vehicles will also set the mood of a serious action based game world.

9: How much detail can I afford in my game? Will it be rich and varied or sparse and uncluttered? How does this affect the way the game is played?

The detail is going to be rich and varied; it’s going to affect the game-play because it takes the player to have a more sense of actually being in a U.S Task Force trying to clear the drug cartels in Cuba. The detail will show the culture of Cuba but also the details of the soldiers. 

Emotional Dimension:

1: Does my game have a significant emotional dimension? What emotions will my game world include?

The game wouldn’t really have "emotional dimension" only in the case of the player. If the player connects with his soldiers on his unit then he can have a deep emotion connected to them, therefore the player will be more tactical and have to use strategy in the missions to take the drug cartels down and keep their soldiers alive. It all depends on the player and if they want that connection to their soldiers.

2: How does emotion serve the entertainment value of my game? Is it a key element of the plot? Does it motivate characters in the game or the player himself?

Emotion will make the game-play either harder or easier. If the players want to have that connection with their soldiers, then they will be tactical so that their soldiers will survive, thus making the chance of completing the mission much greater. If the player doesn’t have an emotional connection with their soldiers, they won’t be tactical and their soldiers will most likely die and the chances of completing the missions are going to be slim. Caring about your unit and your soldiers is motivation because you want to complete the missions. 

3: What emotions will I try to inspire in the player? How will I do this? What will be at stake?

The emotions that will arise are something along the lines of creating a brotherhood with your soldiers. You would want to keep them alive so they can help you take down the drug cartels and finish the mission with the least amount of U.S Task Force casualties. The stake of not caring about your soldiers is asking for a harder game-play because you won’t have back-up because since you’re not using strategies, they will die making the game-play harder to complete missions.

Ethical Dimension:

1: What constitutes right and wrong in my game? What player actions do I reward and what do I punish?  

The civilians walking around the communities won’t be able to be targeted upon. If you try to shoot a civilian or a hostage you are trying to save, you’re going to have to restart the mission or go back to a checkpoint. The reward of taking down the drug cartels is the satisfaction of cleaning Cuba and saving their communities, also with ever mission completed, you can upgrade your weapons and armor for your unit.

2: How will I explain the ethical dimensions of the world to the player? What tells him how to behave and what is expected of him?

The game will have tips and rules that will show up like "remember, no shooting your team or civilians" or "complete missions with less than 1 causality in your team to upgrade weapons and armor".

3: If my game world includes conflict or competition, is it represented as violence or as something else (racing to a finish, winning an economic competition, outmaneuvering the other side)?

The representation of conflict (the drug cartels and the U.S Task Force) is going to be representated by violence. It’s simple, take down the drug cartels.

4: What range of choices am I offering my player? Are there both violent and nonviolent ways to accomplish something? Is the player rewarded in any way for minimizing casualties or is he punished for ignoring them?

The players won’t have a choice in killing the main drug cartel boss, however, they will have the choice to either sneak around the security and just only kill the boss or go all out and kill all the security as well as the boss. Both will be rewarding, the sneaking around the security effectively and completing the mission will result in upgraded weapons to have silencers, more tactical gadgets, and tips on how to sneak into the next mission. If you take the other approach, killing everyone and being loud with no causalities, then this will result in upgraded weapon firepower and more armor.

5: In many games, the end -winning the game- justifies any means that the game allows. Do I want to define the victory conditions in such a way that not all means are acceptable?

The end of the game will simply just be a mission in whom the player has accumulated the weapons and tactics from previous missions and take down the biggest drug cartel in all of Cuba. 

6: Are any other ethical questions present in my game world? Can my player lie, cheat, steal, break promises, or double-cross anyone? Can she abuse, torture, or enslave anyone? Are there positive or negative consequences for these actions?

No, the player will not be able to make choices on who to kill, they have to kill the drug cartel. However, they can choose not to kill the security guards. 

7: Does my world contain any ethical ambiguities or moral dilemmas? How does making one choice over another affect the player, the plot, and the game-play?

The only moral dilemma is if you’re going to allow the security guards to kill your unit or if you’re going to use tactics to make your unit survive and also sneak around the security. In the end, it’s up to the player if they have morals or not. If they have high morals then they will try their hardest to sneak around the security to prevent casualties. If the player has no morals or doesn't care, then they simply wouldn't care if their unit dies. 

8: How realistic is my portrayal of violence? Does the realism appropriately serve the entertainment value of the game?

The violence in the game is going to show blood but to a minimal. For example, when you shoot the guards or if they shoot your unit, there will be a blood splatter but it wouldn't be exaggerated. When the guard or a soldier dies, their body will lie on the floor and there will be a small blood pool around them. Their won’t be any "head-shots" with explosive brains flying or dismemberment. The realism of the violence is going to serve the game-play evenly because it’s going to be enough to show blood but it’s not going to be exaggerated to the point that it makes the players not want to play.