Friday, October 29, 2010

Design Document: Dracula's Castle - Part 1

In the spirit of Halloween, I thought I'd start with a game about Dracula. It might be that it's merely his season, or that I've recently begun to take a course on Gothic Horror and Dracula is the first assignment, but I've got the good Count on the brain recently. Coupled with Yahtzee's comment that a Castlevania game should be designed by "writing the word Dracula in the middle of the page and then work it out from there," I figure that's a good place to start for just about any kind of game. So let's take a crack at it shall we?

A note about how these Design Documents posts work, over a few weeks I detail the particulars of a game idea in the form of a Design Document over several posts. Generally I attempt to come up with a new idea to implement in each game I write a document for, or at least a new way of implementing a standard feature like bullet time or a sandbox world. In Dracula's Castle I'll try and tackle a new way of using a "morality system" in games. Although this isn't a radical departure from how they are used in the past, laying down some design doctrine for how it could or indeed should be implemented in games could be helpful moving forward.

As for my method, I use Chris Taylor's design document template, for right now, but that's not to say in the future my method won't change. At the end of this process I intend to collect the whole of the design document into one Google Doc and link it on the page for download. Since this is my first ever post, let's start slow and begin with the game philosophy and common questions, leaving the rest for later.

Game Overview

Game Design Goals:
  1. The most important goal of this game is to implement a "morality system" that is more than just picking an option in a dialogue tree, or getting scolded by the game for indulging the players natural tendency to pick up whatever happens to be lying around even if the game considers it "stealing." The game will present the player with clear decisions for good or evil that they must enact during actual game-play. The game should play very differently depending on whether the player chooses the good or evil actions, and not just a cosmetic difference added on top of the default game play. If the character chooses the path of good he becomes a divinely powered Vampire Hunter, while choosing evil causes the character to devolve into a bestial monster as he succumbs to his Vampiric Curse.
  2. The second goal of the game is to exude a very Gothic atmosphere. Although the game isn't going to be a survival horror and thus does not need to be out and out scary, there should be a feeling of intense dread and foreboding as Dracula's Castle looms large atop the jutting hill cliff rising into the night sky, visible in the distance at all times unless the player is physically within it or another building. Although the game will alternate between night and day, the day time should at best be over-cast and gloomy, with the night being the deepest torchlit midnight of nightmares.
  3. The game should be heavily exploration based, although the narrative is fairly linear, only branching at two paths for the good and evil choices, the player should feel free to return to previous areas and explore them for secrets and the game should make that as easy as possible. After all the longer we get the player to play in the spooky environments the more unnerved they will be when they finally encounter the Lord of the Night.
Common Questions:

What is the game? The game will  be a 3D action platformer in the God of War style. The game will also feature an emphasis on platforming, climbing various bits of terrain to gain tactical advantage in the fight, and to reach new parts of the level. The main feature of the game will be a "morality system" that presents the player with two possible ways to resolve a situation during game-play and changes the game-play experience in a meaningful way depending upon those choices. The art design will be heavily inspired by the Gothic style, evoking a sense of mortal dread. Finally the game will also feature many "Boss Battles" with unique enemies to allow for greater variation in combat encounters.

Why create this game? I personally have a soft spot for Dracula and think that he is the perfect candidate for a video game villain. Powerful, evil, ruthless, with his own built in aesthetic and mythos not to mention within the public domain and free from copyright issues. The story of Dracula invites the possibility for a richly detailed villain that most people can readily recognize. Recently there as been a move away from the traditional narrative of the vampire, and as these things go there is inevitably going to be a conservative return to the classical version of the concept, making this game now stands to help usher in and also capitalize on that return to form.

Where does the game take place? In 13th century Targoviste, Wallachia, although in the subtitles it will read upon entering the town "Dracula's Manor, Transylvania" as a majority of the game takes place in Dracula's Castle and the surrounding settlement that rests within his manor walls for protection. The town consists of the stereotypical wooden hovels of peasantry with a few finely appointed manses within the town for wealthy merchants and petty nobility such as Boyars, along with a few civil buildings such as a prison tower and possibly a guard barracks. The main feature of the town is Dracula's Castle located on a sheer hillside in the center on the town, where obviously the local lord resides. Portions of the game take place in the deep gnarled tree woods and fetid marshes outside the manor.

What do I control? The player controls one person, Adelbert Zsigmond to be precise, a man who shortly after the start of the game gets infected with Vampirism by Dracula and must fight to survive the undead horrors under Dracula's command. Although from time to time Adelbert will transform into a bestial Vampire, most of the game is spent in human form.

What's the main focus? Dracula turned the player into a Vampire because the Order of the Dragon, a group of church sanctioned knights, knows there have been Vampire attacks in the area lately, and he needs them to find a Vampire, or at least a Vampires corpse to get them to go away so they don't slay him. Now that the player has been infected with Vampirism he's got until the moon is full to slay Dracula or become his thrall and succumb totally to the Vampire curse, although if you like being a Vampire you can only complete your true transformation by drinking all of his blood. Either way the player only has 30 in game days to gather the power to fight and kill Dracula. Game-play will consist mainly of platforming and combat, to gather items and power for the final fight against Dracula, occasionally transforming into a feral bat-creature as a special game-play mode.

What's different? First the way morality is implemented, occasionally the game will give you two contradictory prompts, for example to kill or defend a certain person, one option good the other evil. Both options are viable and fun, choosing to kill the person provokes a boss battle, choosing to defend him brings on a swarm of lesser but still challenging monsters to defend the target from, although if the person you were defending was a possible boss battle, then he should be no light weight in combat and be much more than helpless in combat. Also the structure of the game, if the player is skilled enough, after the first few introductory levels the player can march right up to Dracula to try and kill him, they'll probably be completely destroyed in the attempt and greatly benefit from exploring the town and castle to gain power-ups, but if they think they can take the entirety of Dracula's Castle with just the starting load out, they are welcome to do so.

This concludes part one of Dracula's Castle Design Document, tune in next week for part two which will go into more detail about the game features and game world. See you next Friday.

I Want To Be an Astronaut When I Grow Up

When we were all kids, we all had an idea of a "dream job." President, professional athlete, or astronaut, we all aspire to these extremely highly exciting and rewarding, but in equal measure difficult to attain professions. It requires massive amounts of education, skill and raw luck to even have a chance of getting the job that pretty much everyone else out there has also wanted since they were able to comprehend what the word "job" means. However, no matter how unobtainable these dream jobs really are, at the end of the day someones got to be that one-in-a-million person to get called up to Cape Kennedy, and ultimately it can't hurt to try.

My pie-in-the-sky job when I was a kid was making video games, as much as I loved playing them, I wanted even more to make them. In this industry, much like everyone in films wishes to direct, everyone in games wants to be the Lead Game Designer. I've taken my first step towards this goal by enrolling in Worcester Polytechnical Institutes Interactive Media and Game Design program with an Art Focus, but even with a degree I need something special to have a hope of landing that dream job.

That's what this blog is, the something special, or at least the container for it, that will help me get my dream job. Do I think this blog is a magic ticket to a career in game design? No, but it's a good place to start. Along the way I'm also going to hedge my bets a little with a background in Computer Art, (I have a strong background in the Graphic Arts) and experience with the technical aspect of game design, like coding languages and expertise in Flash and other more robust game creation tools.

I'm just starting out with my education in this field, but I already love what I'm doing. Not just in the "kid in the toy factory" kind of way, that I get to play around with all these cool toys, but the mental exercise of design, the act of creating something that's fun for somebody else, that's what I want to do for the rest of my life. So why not get a head start right now?

I have two objectives in writing this blog:

1.) To get into the habit of writing design documents, practice through repetition, by having a vague commitment looming over my head a la this blog, I'll have the motivation to practice my craft. In the same vein I'll also be putting out the games I design as well as games with my art in them, for others to critique as well as open up a discussion with other designers about how to improve my designs.

2.) To have something to show perspective employers. By the time I finish my education at WPI I hope to have a large portfolio of works, with a page of highlights that I may direct them to for quick reference on my skills as an artist, designer or developer.

In order to achieve these objectives I make the following promises to the readers of this blog:
  • In order to hone my skills I promise to make at least one update to this blog at week for the rest of this year, for right now that day will be Fridays, if I change the day I will give advanced warning. This starts today, shortly after this post is made, my first design article will follow, so you'll have something to read right now. Then after I have become accustomed to regular updates, I will attempt to increase the number of updates to a tri-weekly schedule starting the beginning of next year.
  • So as not to become stuck in one line of thinking, I will respond to the suggestions and comments of those who read my blog. Anyone wishing to make a suggestion or comment in private may e-mail me at practicallyevil@gmail.com.
  • As this blog is in some sense a means to promote myself in a professional manner, I will conduct myself professionally on this blog at all times. This means proper punctuation and spelling, and also that I will hold myself professionally accountable to all statements I make on this blog.
For right now this blog might be a bit rough around the edges, it could certainly use some graphical sprucing up and most definitely a header, but in the coming weeks it will morph into a slick and professional blog full of interesting content. At the very least I hope to have a fun time writing down the design ideas I have and get some practical experience. It's entirely possible nothing will come of this blog, but so long as I had fun writing it and I learned something from the experience it will not have been in vain.

Thank you for reading.
-Edward Golden, (Interactive Media and Game Design student at WPI)
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*A note about my url and e-mail address: While I do wish to present a professional feel to the site, it's important to cultivate a creative persona, or at least a guiding principle for my works. While my e-mail address started out as a personal joke, over the years it has become sort of a mantra for designing games. Taking on the role of game designer means taking on the role of adversary to the player, whom will perceive the designer as 'evil' or at least as 'the bad guy'.

I've got to become comfortable in this skin, but I don't let it drive me to make the adversaries in my games do things without reason, then it's just evil for evils sake. Every villain, environmental obstacle or plot complication should have a traceable cause and motivation that the player can, if not sympathize with, at least understand as logical, (the obvious exception being in survival horror games, but those are a special case I'll address in the future). The key to being a good game designer is to be 'evil', but also be practical, in other words to be practically evil.