Friday 8 October 2010

Game pitch - Busting in at SEGA

Inspiration

When thinking about a game idea, I was thinking of something that would be simple for the whole team to make and at the same time challenging; so that if time allowed more levels and more complex puzzles and dimensions to the puzzles could be added.
So I was thinking of a Point and Click game the most recent of which that I have been playing is Machinarium(2009), (fig 1). This is a simple game where the player click as a part of the screen for the PC to interact with it or pick up certain objects. Machinarium’s level of beauty is breath taking and the attention to detail in the puzzles is excellent. But... this game suffers from the same problem all point and click games do. In one room you pick up certain objects and have to use them on certain things to pass, all the way to the unavoidable end.

Fig 1 


So what I was thinking was maybe like Mass Effect 2 (2010) a level of choice could be added to the game, giving the player a sense of change in the game, to make them think that what their going affects the gameplay, to add multiple endings depending on how badly the player messes up. Because in Mass effect 2 (fig 2), the player can chose what they want to say to NPC’s, this in turn affects their mood towards you, determining wether or not they will willingly! help you or not.

Fig 2


High Concept

Point and Click adventure with multiple paths leading to multiple endings.


Unique selling point

Busting in at Sega’s unique selling point is that this point and click adventure has more than one ending, depending on how you interact with the NPC’s during the game.


Story - Busting in at SEGA

Michael wants a job at SEGA but doesn’t have the same long list of qualifications that all his competitors do, but what he does have is a mad set of skills that will help him make a world class game.

So one day after applying what seemed like everywhere, while standing outside of Sega, Michael decided that something drastic had to be done.

So the game starts with Michael outside the SEGA building and the player can chose to go in through the door or window, once inside the player will have to make their way through various rooms interacting with the employees that work there to gain access to the boss for a job interview. 

When the player does click on an NPC’s their will be a chat log that pops up with multiple choices of text to chose from just like Mass Effect. Having good choices neutral choices and bad choices.
Depending on who the player does or doesn’t talk to, what the player does or doesn’t touch depends on the outcome of the game and wether or not Michael lands a job at SEGA.


Bibliography

(Amanita Design, Machinarium, 2009.)
(BioWare, Mass Effect 2, 2010.)

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