fascistance: a revolutionary game

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    FascistanceA Revolutionary Game

    By Redgie MercadoProfessor Adam Brackin

    December 01, 2009

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    Table of Contents

    1.0 Introduction/Overview

    2.0 Gameplay Mechanics

    2.1 Street Level Mode

    2.1.1Dynamic Character Creation

    2.1.2Movement

    2.1.3Action

    2.1.3.1 Keyboard

    2.1.3.2 Mouse

    2.1.4Street Level GUI

    2.1.4.1 Health Bar

    2.1.4.2 Ammunition

    2.1.4.3 Reticule

    2.1.4.4 Notification Box

    2.1.4.5 Damage Notifications

    2.1.5 Vehicle Point of View

    2.2 Dialogue Mode

    2.2.1Dialogue Mode GUI

    2.2.2Cinematic Experience Dialogue Mode

    2.2.3Opinion Testing Mode

    2.3 City View Mode2.3.1Visual Information

    2.3.2Historical Timeline

    2.3.3Area Specific Information

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    2.4 Inventory Mode

    2.4.1Weapons

    2.4.2Items

    2.4.3Armor

    2.5 Mini-game Mode

    2.5.1Bartering, Selling and Buying

    2.5.2Looting

    2.5.3Computer Terminals

    2.5.4Rigging

    2.5.4.1 Building/Disarming GUI

    2.5.4.2 Setting GUI

    2.5.5Offensive Defensive Barrage

    2.5.6Lock picking

    2.6 Other Mechanics

    2.6.1Calendar System

    2.6.1.1 Day/Night

    2.6.2Calendar/World Events AI Influence

    2.6.3Laws Enforcement/ Rules of Engagement

    2.6.4Punishment

    2.6.5Official News Media/Word on the Street

    3.0 Technology Mechanics3.1 Dialogue Technology

    3.2 Rigging Technology

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    4.0 Artificial Intelligence

    4.1 NPC Interaction

    4.2 NPC Statistics

    4.3 NPC Personalities Statistics

    4.4 NPC Trust/Suspicion

    4.5 Player Character Personality Statistics: MACH(Machiavelli Factor)

    4.6 Passive/Aggressive Dialogue Stance

    5.0 Game World Elements

    5.1 Art/Music Style

    5.2 City Area Dichotomy

    5.3 The Open City

    5.4 Characters

    5.4.1The Player Character

    5.4.2NPC Types

    5.4.2.1 The Monarch

    5.4.2.2 The First Estate The Noble Clergy

    5.4.2.3 The First Estate The Lower Clergy

    5.4.2.4 The Second Estate The High Nobleman

    5.4.2.5 The Second Estate The Low Nobleman

    5.4.2.6 The Third Estate Bourgeois

    5.4.2.7 The Third Estate - Peasants

    5.5 ITEMS

    5.5.1Weapons

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    5.5.1.1 Fists, Pipes, Chains, Wine Bottles and otherMelee items

    5.5.1.2 Silenced Pistols

    5.5.1.3 Short Range Sub Machine Gun (w/ silencedoption)

    5.5.1.4 Medium Range Assault Rifle

    5.5.1.5 Sniper Rifles

    5.5.1.6 Improvised Explosive Devices

    5.5.1.7 Stationary Machine Guns

    5.5.2Items5.5.2.1 Physical Health

    5.5.2.1.1 Small Medkit

    5.5.2.1.2 Large Medkits

    5.5.2.1.3 Poison

    5.5.2.2 Mechanical

    5.5.2.2.1 Lock Picks

    5.5.2.2.2 Wires

    5.5.2.3 Electrical

    5.5.2.3.1 Remotes

    5.5.2.3.2 Detonators

    5.5.2.3.3 Batteries

    5.5.2.3.4 Electrical Wires

    5.5.2.4 Miscellaneous

    5.5.2.4.1 Bags of Rocks, Flour, Rice, etc.

    5.5.2.4.2 Books, Newspapers, Information,Transcripts, Mission Outlines

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    5.5.2.4.3 Random bits of metal, screws, nuts,bolts

    5.5.2.4.4 Beverages and Food

    5.6 Objects and Mechanism

    5.6.1Entryways

    5.6.2Keypads

    5.6.3Traditional Locks

    5.6.4Levers

    5.6.5Computer terminals and related systems

    6.0 Story Overview

    6.1 Back Story

    6.2 Start of the Game

    7.0 Game Progression

    7.1 Story Collection

    7.2 Major Quests

    7.2.1Birthday Lyes

    7.2.2National Securitas Veritas

    7.2.3Normal Activity

    7.2.4Operation Bastard Steel

    7.2.5The Vermillion Venus

    7.2.6The Fires that Burn on Gold

    7.2.7Project Solidarity

    7.2.8A Self Sustaining Reaction

    7.2.9The Weight of a Thousand Suns

    7.2.10 The New Age

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    7.3 Achieving the Goal

    7.3.1Side Quests

    7.3.2Examples of gameplay progression

    8.0 System/Menu Interface

    8.1 Main Menu

    8.2 Option Menu

    9.0 Others

    9.1 Business

    9.2 Reference Games

    9.3 Development Team/ Budget

    10.0Citations

    Introduction/Overview

    Facsistance: A Revolutionary Game title comes from the portmanteau

    of Fascist and Resistance highlighting the struggle during the game play

    of opposite sides. The subtitleA Revolutionary Game explains the main title,

    but also carries the double meaning that the game employs an artificial

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    intelligence that emulates a realistic social dynamic and centers the

    progression of game play around that concept.

    Fascistance is an action RPG that simulates the mechanics of a

    revolution. The game world is inhabited with NPCs that have their personal

    affiliations with different sides of the rebellion. NPCs have an area where

    they exhibit their own influence based on their personality. Their area of

    influence is varied among NPCs, but in general, the bigger their influence is,

    the more important they are to the cause they support. The goal of the

    player is to overthrow one of the dominant forces in the city. The player

    must join a side and work with them in order to overthrow the opposing side.

    The player must use their personal resources, and the resources of the

    players side in order to influence and manipulate NPCs. In order to move to

    subsequently more powerful influential beings, the player must first deal with

    weaker influences in order to turn the flow of public opinion. The game

    measures the flow of public opinion and will trigger events based on the flow

    in the world. How they get there, is up to how well the player manipulates

    the NPCs to their own intentions.

    This game focuses on manipulation of the NPCs. Thus the game is

    designed around the concept that many of the player characters actions can

    be interpreted by NPCs. Much of the inspiration comes from Fallout 3,

    specifically one of chapters known as Tranquility Lane, wherein the player

    could choose to wreak havoc on the family members and citizens of a 50s

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    suburban simulation. The focus was to create a game that reacted to player

    agents personality and choices by asking the player certain questions aimed

    at gauging their political stances to their individual traits. NPCs will react

    different to the players personality, and will provide the player with a unique

    challenge as they make their way through the world. Morality will be

    ambiguous in this world, and will focus on benefit and loss in choices.

    (Fallout 3, 2008)

    Gameplay Mechanics

    Gameplay mechanics will be divided into the different modes that

    make up the game play experience. It will start from the most familiar view;

    the typical 3rd person/1st person view mode and inventory mode, then discuss

    the menu mode which can be called upon at anytime during any of the

    modes. Then the document will expand into dialogue mode with an opinion

    testing mode, city view mode, minigame mode. It will also involve other

    gameplay mechanics that are concerned with player and NPC stats, NPC

    types, the role of weaponry and certain features that affect the general

    social dynamic of the cityscape and its focus on gameplay mechanics.

    STREET LEVEL MODE:

    Within this section, lies all the gameplay mechanics that involve

    movement of the player through the world and their interactions with game

    play elements that dont require any special GUIs. Vehicles will be available,

    hence the ability to use cars, horses, train system, among other things

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    Dynamic Character Creation:

    Character creation will not be flexible as other typical RPGs. The

    characters persona and character will be dynamically affected by the

    worlds interactions with the player. The main character Emina, a female

    about the age of a high school girl. As the player character moves from

    faction to faction, becomes involved in riots, and battles Eminas clothes will

    start to deteriorate. They can appear to be repaired, or take on clothes from

    the surroundings to situate the character firmly into the surroundings of the

    city. It is madethis way in so this may add to the information-visual

    experience for the player.

    Movement:

    Movement will be controlled by the WASD common configuration

    wherein W moves the character forward, A strafes to the left, D strafes

    to the right, and S walks backwards. The mouse will move the camera and

    the angle of which the player character moves. In order to turn right around

    a corner all a player needs to do is move forward with W, while moving the

    mouse to the right in order to corner and vice versa for turning left. This is an

    extremely common system, so the player will adapt to this system. In certain

    situations like in Cinematic Experience Dialogue Movement, control will be

    taken away from the player and follow an NPC on a predetermined path.

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    Action:

    Keyboard:

    Most actions can be activated from the F key default. A small on

    screen notification will pop up showing the action, and the actions availability

    to be performed by the action key (Default F). Other Action can be

    performed in dialogue, depending on whether it is deemed Passive or

    Aggressive which will be explained in NPC Interaction Aggressive/Passive

    Dialogue stances. Other actions available to the player is to crouch with C,

    jump with the spacebar, reload with the R key and throw grenades with the

    G button if the player has any. All keys can be remapped and additional

    features like weapon selection can be mapped to the numeric keys. For

    example, mapping a sniper rifle to 3 will allow the player to equip a sniper

    rifle from the players inventory, without going into inventory mode. Certain

    mapping like these can be done through the inventory mode, but for the

    most part, mapping of actions for the rest of the keys can be done through

    the game option mode.

    Mouse

    Mouse controls involve left click (button 0) to activate the action of

    your equipped weapon i.e. firing the weapon, swinging the knife, etc. Mouse

    right click involves alternate fire, which can mean lots of things depending

    on the weapon. For sniper rifles, it can mean steady hand/hold breath and for

    assault rifles it can mean firing the attached launcher. Note however, that

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    the focus of this game is different from typical FPS/Action RPGs, so these

    features will be encouraged with the use of discretion.

    Street Level Graphical User Interface:

    Health bar:

    This bar will show the players health ranging graphically from empty

    to full. Below it, is their health number ration showing a certain number X out

    of X. The denominator is influenced by their rank and level as they progress

    throughout the game. It will be thin and as minimally invasive as possible.

    Ammunition:

    This bar will show when the player has an equipped weapon, and will

    take on the appearance of the health bar but on the opposite bottom side of

    the screen. It will provide a numerical number ratio much like the Health Bar.

    Reticule:

    A small reticule will define the pixel center of the screen. Anything

    falling within this range will be brought up as an item in the notification at

    the bottom of the screen in between the health bar on the right and the

    ammunition bar on the left. When the reticule hovers over something of

    importance, the reticule will glow from the stale gray, to bright white. If its

    aimed towards a friendly NPC, it will be bright green. If the NPC is unable to

    talk to you, it will be dark green. If the NPC is an enemy it will be turned

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    anywhere from dark red to bright red. This range will show the likelihood

    your equipped weapon will kill your intended target.

    Notification box:

    This area will be an invisible place where text will be presented. All

    items/game object/elements will be named succinctly in order to fit in this

    designated area in order to provide concise information.

    Damage Notifications:

    Areas of the screen will glow with red as a method to alert the player

    of damage coming from any side. The screen will be divided into an invisible

    cardinal cross, in up, down, right and left sides of the screen. If the player

    character is hit from one side or the other, the corresponding side will glow.

    For example, being sniped from the front will light up the top of the invisible

    cross. Being punched from behind will light up the bottom of the cross, and

    being hit with fire from either side will light up the corresponding sides of the

    invisible cross.

    Vehicle Point of View:

    Movement will much be like the movement in the Warthog of the

    Halo series. This involves the player character entering the vehicle and

    driving with the typical movements. Using the mouse aims the vehicle slowly

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    in that direction, and W and S serve as forward movement and backward

    movement. (Halo: Combat Evolved, 2001)

    Action will be conducted through the F key, and exiting the vehicle will

    be through the same key. The player character has the ability to bail from

    the vehicle.

    If the player character boards a train, or other vehicles with a

    predetermined route, they can navigate throughout the city without need of

    player control.

    DIALOGUE MODE:

    This mode will describe all the game play mechanics involving the

    player characters choices, interactions that affect the float of the

    conversation. It will also describe a few caveats to the dialogue system that

    will depart from the typical stand and focus points of view video games like

    Fallout 3. The focus for this dialogue mode is to create a more cinematic

    experience. (Fallout 3, 2008)

    Dialogue GUI:

    Dialogue mode is enacted when the action key is pressed at the same

    time the cursor is bright green and/or their name is displayed in the

    notification area. At this time, the camera will move to an angle focusing on

    the two showing much of the two characters with the camera framing out

    their legs. As the characters voice out their dialogue, the player will

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    presented with dialogue options at the bottom of the GUI. Selection of

    dialogue items will simply be chosen by hovering over the choices and

    clicking and choosing. Certain colored choices will be available. Each color

    represents the kind of response the player can give: false, aggressive, or

    cautious, empathic, sexually charged, and optimistic. Normal choices that

    advance the dialogue or otherwise neutral will be tinged neutral white. False

    (lying) will be tinged with red, aggressive actions will be tinged with orange,

    cautious reactions will be yellow, empathic will be green, sexually charged

    responses will be purple, and the optimistic choices will be tinged blue. The

    saturation of the colors will depict how deeply affected by the tone these

    response are. Opacity and percentages will come into play later in the AI

    section explaining NPC Interaction.

    Cinematic Experience Dialogue Mode:

    The player has the ability to zoom in, or zoom out during a

    conversation to show more of the environment or to show the characters

    faces. If the dialogue has the player character standing still and talking to

    the NPC, the dialogue will take place much like in normal Action RPGs.

    However, there will be special instances where the player must walk and

    talk with the NPC as they move through a different point. The walk and talk

    instances will have two types. The first walk and talk dialogue mode involves

    a final position and is associated with a dialogue that will need to be finished

    in a certain amount of time and the left top side will show the immediate

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    goal for the player. A timer will appear in the right top corner and show the

    remaining time left. The second type of walk and talk will involve a walk with

    the NPC on a looping cycle. During the walk, types of dialogue will be

    encouraged or discouraged because of location.

    For the first type, an example would include the player character

    talking to an NPC who has valuable information who is a rush somewhere.

    The dialogue must be enacted at first in order to get his attention, stop him,

    convince him to stay, and give in to your intentions before the NPC needs to

    get their destination. For the second type, the location of the NPC, certain

    dialogue, if overheard can end the conversation abruptly. Or a certain

    conversation (and aggressive action) can only be executed when passing a

    quiet enough location in the city. The certain NPC mini-missions will

    feature one or a mix of either one. Many of the dialogue aspects will be tied

    to the AI section NPC interaction.

    Opinion Testing Mode:

    Some of the game objects can be interacted with much like the NPC

    interaction. The major object of interaction will be pieces of information,

    namely newspapers, radios, television, etc. If the player character chooses to

    interact with these, the cinematic experience dialogue mode will open up

    showing the player character interacting with the object/element. The

    information will be presented in another area of the screen where the player

    has the choice to scroll down on the newspaper, or listen to the broadcast, or

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    watch the clip of the news. After the end of certain part of the newspaper

    article, a question will display itself with choices on how the player feels

    about the article, and will affect the player characters political stance, thus

    affecting their available choices in dialogue choices. This will give the player

    a certain amount of control in the kind of things the player wants their

    character to be able to say and do.

    CITY VIEW MODE:

    In this mode, the city will be available as a large map much like

    Google Maps. However this mode will simulate a live feed from a low

    orbiting satellite view. This view will present the player with a lofty view, and

    the relative position and significance the player character has within the

    world. To access this view, the player must press default T. (Google Maps,

    2009)

    Visual Information:

    The city will be dynamic, and acts of fighting and rioting will be highlighted in

    fires, tracer fire, and smoke in real time throughout the city. The player

    characters significant weight in the world will be gauged by their individual

    rank, progression, location and political stance metered throughout the

    game. For example if the character just started out the game with no

    political influence, the player character is particularly safe in any district but

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    has minimum influence on the surrounding groups. However, if the player

    character is far in the game, has good standing with a faction, all the NPCs in

    areas where the district majority is represented by faction beliefs will treat

    the player with respect. However in an opposing district, people might make

    assassination attempts in that area or NPCs that are engaged in conversation

    with the player character may avoid them. The significance of the player

    character will be displayed by a translucent circle approximating the general

    respect and significance in that district/area.

    ("News: Grant and Kate in Dubai") Modified images of Dubais night time city

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    Historical-Timeline:

    Herein, a ticker style bar at the bottom will reveal the historical and

    current timeline in where major and minor events will be displayed. Current

    events will be presented here like an RSS feed. The player has the choice to

    scroll over to this ticker and actively recall the events, and possible

    missions/investigations surrounding it.

    Area Specific Information:

    In this aspect, the player has the ability to zoom in and target certain

    areas and find out the relevant statistics of each area. They can typify the

    allies, enemies, faction members, NPC public support percentage, NPC types

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    and populations, possible missions, and individual statistics in the particular

    area.

    INVENTORY MODE:

    This mode essentially makes up everything that has to do with keeping

    track of items belonging to the player character. This mode will also include

    quest objects, and display relevant information about the player character.

    Since this mode is GUI heavy, the iterations below should be treated as their

    own separate GUIs. Most of the Inventory mode GUIs will include all the

    common features found in many other Action RPGs, much like the ability to

    monitor money, give out weapons, repair weapons, and a weight system. To

    access this mode, the player must press Tab to enter their inventory.

    Weapons:

    This GUI will feature the current weapon selected in the right half of

    the screen as held by the player character. Within the bottom part of that

    quadrant, the ammunition available will be included on the left as a bar, and

    as a number ratio. On the bottom right of that quadrant, the

    health/effectiveness will be displayed. On the left top half, will list the

    weapons inventory. If the player has multiple weapons; for example Rocket

    Launcher x 2 will denote two rocket launchers are available. The multiple

    amount of collection can give the ability to repair items. Weapons can be

    assigned in the bottom left quadrant to the numeric keys for easier

    switching. The player can equip the character with the weapon by simply

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    scrolling over and hovering over the desired item and left button click,

    highlighting the item for use. The player character can do other things in

    different situations, where they can give their weapon to the NPC theyre

    speaking to. They can also drop weapons.

    Items

    This GUI will feature the current items in the players inventory. The

    GUI will be functionally identical to the Weapons GUI. The player character

    will hold the item in their hand, and if the player chooses to use the item in

    the same method as the Weapons GUI, then the player character animates

    using the item in Inventory mode. If the player wants to give something out

    to an NPC, be it an item like a first aid kit, they can do so. They can also give

    items that could be harmful to the NPC. This depends on the NPCs

    perception of the player character. They wont accept a live bomb for

    example when the player character has the trigger unless the NPC is

    convinced the player character is on their side.

    Armor:

    Since the character has a dynamic appearance that progresses

    throughout the game, the only thing that the player character can change

    concerning wear is armor. Armor will tend to range from light to heavy

    armor, worn underneath the dress or uniform. Armor will impact speed but

    not by much. GUI will be the same as the GUIs before.

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    MINIGAME MODE:

    This mode will include all the times that involve special events that

    cannot be portrayed effectively by the Street Level Mode. As a relatively

    loose definition, this can mean any time street level becomes limited in

    movement due to events, like rigging an Improvised Explosive Device from

    your inventory onto a door.

    Bartering, Selling, Buying

    This can be done with any NPC and in different areas with merchants in

    a visible store. The standard interface of trading of your inventory for their

    inventory will be used here. Money is considered an inventory item, and will

    be traded for the item. There is an agreement button that must be clicked

    in order to finish the trade.

    Looting:

    This will involve the same bartering selling and buying GUI, except

    there is no agreement, just a take it or all button.

    Computer Terminals:

    Computer terminal GUI will show a close up of the monitor and the

    menu system as the player navigates through the choices to get information,

    or to activate different systems, or doors.

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    Rigging:

    This involves taking items from your inventory and rigging it to harm

    NPCs. Rigging can involve different items/elements in the world.

    Building/Disarming GUI:

    As the player character goes around the city to more war torn areas,

    the player will be able to combine elements like wires, transmitters, igniters

    and mortar shells to create Improvised Explosive Devices. As long as the

    player character carries a certain amount of these items, they can

    successfully build an item that can be rigged to certain elements in the city

    world. The IED can be assembled through a mini game which supplies the

    player character with tools like electrical tape, pliers and a screw driver in a

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    toolset on the left of the screen. The items necessary (if available in your

    inventory) will be presented to you on a on a gridded table. Other items, if

    applicable can be combined to contain the IED, i.e. a med kit or a sack of

    rice. If the player character finds them in need to disarm a certain weapon,

    they can do so through the opposite procedures taken during arming. A very

    basic understanding of electricity will be needed here, no more then what

    completes a current. Disarming with a battery on for example can cause

    death for the player.

    Setting GUI:

    When a player gets to a certain element in the world, the GUI takes the

    generic image of that element and presents the ability to drop the IED, for

    example at a doorstep. Or more advanced measures can be taken, like

    setting a trip wire or simply setting a remote detonator. Here you will also

    have the option of disguising it in several items, as long as it can conceivably

    fit inside the item. The world elements you can set/disarm an IED next to

    include vehicles, doors, windows, middle of the streets, and if disguised, in

    the middle of busy crowds.

    Offensive/Defensive Barrage:

    In the event where a riot is taking place and the player character is in

    charge of NPCs who need to take down the riots, the offensive/defensive

    barrage will activate. Typically this is with a timer where the player character

    has to destroy, or defend from rioting or attacking soldiers. The camera will

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    take a high but local bird eyes view where the whole battle will take place.

    Much of this is for purposes of defending different areas of the city from the

    onslaught of a total riot or attack.

    Lock picking:

    GUI will show a lock, and the mechanics of a tumbler system. User will

    move the mouse around in a left to right fashion to jiggle the lock and set

    each pin.

    OTHER MECHANICS

    Calendar System:

    Here, during certain times, depending on random events in the city,

    this time period raises the violent and chaotic tendencies of the masses in

    the cities. This would be a very good time for the player character who sides

    with revolutionists as this increase the likelihood of the targets being killed.

    However, this is a time to be feared for the statist maybe hard to kill and

    protection assignments are harder to complete. However, in Tides of Peace,

    this time is the perfect time for the statist aligned player character to attack

    revolutionists when they are having a hard time inciting rebellion or hiding

    among the masses.

    Day/Night

    The city goes through changes of time, where the actions and events

    take on a different meaning to the immediate witnessing public. For example

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    broad acts of terrorism would be beneficial to do during the day for their

    intended purpose; however, government assassinations would be best at

    night, to keep the public as unaware as possible.

    Everyday after different times in the morning, newspapers will show

    the events of the days before and events that the player has not witnessed.

    The player has the choice to gauge their play styles through their reactions

    to the news.

    Calendar/World Events AI influence Reigns of Terror/Tides of Peace

    There will be a certain set time of about 3 in-game years where the

    city will evolve as the game expires towards the eradication of either

    influences or factions. Since the goal of the player is to get on top of the city,

    and thus the country, they must calculate the occurrences that happen in

    the city and find ways to feel confident in their chosen side.

    This is why the Reigns of Terror and the Tides of Peace exist. This

    mechanic will influence A.I. NPC personality statistics specifically. During

    these times, Reigns of Terror will affect things like Neuroticism,

    Agreeableness, and Conscientiousness in a significantly more negative

    manner, relative to the slight dampening of Openness and Extraversion. This

    will lead to a generally aggressive or terrified public. In Tides of Peaces, the

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    worlds Big Five factors are positively influenced, more significantly on

    Conscientiousness, Extraversion, and Agreeableness. As mentioned before,

    each has its merits for the player characters goals. (Srivastava)

    Law Enforcement/ Rules of Engagement

    A very important part of the game results from the time to strike

    effectively. As the calendar will present different times where striking is

    optimal, the player character has to be aware of their actions within the

    game. Reigns of Terror will typically encourage Revolutionists to act more

    freely against the government without fear of punishment being caught in

    the act, as there is much chaos in the world. Statists tend to try to maintain

    peace during these times, as the chaos makes it hard to find revolutionists

    hiding in the riots and fighting. In these times, Statist is more likely to use

    deadly force however, in order to control rebellion with oppression.

    During neutral times, there is a balance in the world in the sense that

    both parties have an equal time finding each other and killing each others

    influential figures. During Tides of Peace, the revolutionists are forced to take

    cover and be extremely covert. The Statists have an easier time finding

    revolutionists and dissenting opinion during these times. Any action taken by

    the Statists here must be covert as well. Revolutionists can be caught by the

    state and thus loose influence on their neighboring NPCs, and covert actions

    discovered during these times will make sympathy for the revolutionists.

    Punishment

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    Usage of certain weapons, as will be described later, will merit certain

    amounts of punishment. The punishment for revolutionists and Statist caught

    in the act depends on the weapons and the period of time the city world is in.

    For Revolutionists the results are jail time, or death. For Statists, the result is

    destabilization of public opinion, and hence adding to the variability and

    chaos the revolutionists feed off.

    Official News Media/ Word on the Street

    This mechanic mainly deals with the dynamic of these indirect

    sources of information. Journalists and media centers can be controlled much

    like other NPCs, hence bribed, or threatened. Their bias will be reflected by

    the people working there though, unless manipulated otherwise. The news

    media, depending on their centers regional influence, can color the

    otherwise neutral NPCs responses and opinions in that area. Its minimal

    effect on the individual, but on a massive collective scale, these may be

    important to consider.

    Word on the street will be the rumors of the happenings going around

    that certain area. Most rumors will inform the player character of their

    activities they have performed if they have been too conspicuous. The less

    the word on the street talks about the players action, the most successful

    the player is at the game.

    Technology Mechanics

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    Dialogue Technology:

    Though Fascistance will use a dialogue tree system, dialogue will have

    the ability to have tone and color in the voice, as well as player character

    element that are able to influence the receiving NPCs dialogue in a slightly

    more dynamic manner. For example, if the player just starts out, and tries to

    threaten an NPC, the player characters influence and power is not enough,

    both visually, and by the players stats, therefore, the NPC will not take the

    threat seriously. However, with the exact same NPC, if the player has spent

    time progressing and attaining respect in the city, the NPC will be frightened

    and is likely more to give in.

    Rigging Technology:

    This part of the game requires movements and tools placed together in

    the rigging GUI to become parsed into the game world. Much like Ookami,

    and its drawing pen system, the rigging tech will play off this same principle.

    Artificial Intelligence

    This section involves everything that deals with NPCs and their

    movements in the world, exhibited characteristics, their faction/class

    associations, and their general lives that they carry on in the city as they

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    interact within the city. Some of these sections will describe further details

    on mechanics described before, but expanded to include the relevant

    information on Artificial Intelligence.

    NPC Interaction:

    One of the major points of this game is NPC interactions. These NPC

    interactions can be divided into two levels that overlap. MACH factor

    presides over the interactions inherent in dialogue while actions dictate the

    interactions that involve the typical action RPG elements such physically

    harming the NPC. The NPCs own stats follow the big Five Factor Personality

    Model and rate them based on different traits. (Srivastava)

    NPC Statistics:

    There will be normal statistics that give the NPC a certain amount of

    health and stamina. For simplicity sake, ammunition will be tied to the

    weapon element if they possess a weapon. Other than that, their health is

    tied to their ranking in the world, as described in the Estates. Generally, the

    higher rungs of each estate will have more health than the lower rungs.

    NPC Personality Statistics:

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    A majority of the NPCs will have their own personality traits that align

    close to their class types, but offer variability in these categories according

    to the Five Factor Personality Model. Openness, Conscientiousness,

    Extraversion, Agreeableness, and Neuroticism define this personality model,

    and in consequence, will adapt specifically to each kind of class of NPCs.

    Each category will be listed, and the class underneath it.

    Starting from the left will be the classes that are most likely to exhibit

    these properties. The Monarch is excluded from this list as his NPCs statistics

    will be affected more by the players personality. The Five Factor Personality

    Model is defined as such.

    Openness:appreciation for art, emotion, adventure, unusual ideas, imagination,

    curiosity, and variety of experience.

    Enlightened Bourgeois, the Low Noblemen, the Peasants, the High

    Noblemen, the Low Clergy, the High Clergy

    Conscientiousness:a tendency to show self-discipline, act dutifully, and aim for

    achievement; planned rather than spontaneous behavior.

    The High Clergy, the Low Clergy, the High Nobleman, the Low Noblemen, the

    bourgeois, the peasants

    Extraversion: energy, positive emotions, urgency, and the tendency to seek

    stimulation and the company of others.

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    The Peasants, bourgeois, Low noblemen, Low Clergy, High Clergy, High

    Noblemen

    Agreeableness:a tendency to be compassionate and cooperative rather than

    suspicious and antagonistic towards others.

    Bourgeois, Low Clergy, Low Noblemen, Peasants, High Clergy, High

    Noblemen

    Neuroticism:a tendency to experience unpleasant emotions easily, such as

    anger, anxiety, depression, or vulnerability; sometimes called emotional instability.

    The Peasants, Bourgeois, Low Noblemen, High Noblemen, Low Clergy, High

    Clergy (Srivastava)

    The overlap here exists in the dialogue system, where normal

    dialogue present in other RPGs will be labeled as passive dialogue stance,

    called as such as only a minimal amount of gestures between the player

    character and the NPC can be exchanged. However, due to the following

    MACH system, manipulation inherently needs both dialogue oriented and

    action oriented approach to achieve the player characters goals. The

    aggressive dialogue stance as the name suggests will allow the player to

    use more aggressive gestures to outright action, appropriate to the response

    of the NPC, depending on how the dialogue is gauged by the following

    mechanic.

    NPC Trust/Suspicion:

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    Based on the NPCs personality traits, a secondary NPC stat is the

    NPCs Trust vs. Suspicion meter. This bar will have a default setting

    depending on the personality trait the NPC has at first, but as the player

    character does agreeable things with the NPC that benefit them, their trust

    goes up, and are more willing to be friends and partners with the player

    character. The more trust the NPC has for the player character, the more

    likely they will be willing to follow the player character.

    Player Characters Statistics: MACH (Machiavelli Factor):

    As one of the major gameplay mechanics, MACH is actually divided

    into different major categories: Influence, Prediction, and Deception. These

    skills define the player characters ability to manipulate NPCs for their goals.

    Influence is something the player character gains as they move up in status

    and rank in the world. They gain this in different ways. One of them is

    through the successful completion of missions for certain factions.

    Depending on the faction, their influence takes the form of factions beliefs,

    resources, etc. For example, if the player is aligned with the revolutionists

    (one of the agencies/factions of change), the players influence will play

    better with people with the personality traits that allow them to sympathize

    with the revolutionists cause. In order to convince an important NPC one can

    use revolutionists influence to promise protection after the revolution, or

    convincing them that their lives would be better after they depose of the

    monarch. If their alignment is currently with the monarch or the church

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    (agencies/factions of preservation), this type of influence will allow NPC to be

    convinced by bribery (by opening up dialogue options) or be inspired by their

    sense of religion.

    Of course, the other two categories are important opening up even

    more dialogue choices. They will also provide the player with success rates in

    applicable choices. Prediction factor creates the success rate. Increasing the

    prediction skill allows the player character to notice psychological factors

    about the NPC they are talking to. For example, while asking an NPC walking

    by how their day was, a rushed response could mean a number of things.

    However, if player characters prediction skill is high enough, within the

    response dialogue, the HUD will alert the player character that their hand is

    trembling slightly, giving insight to the nervous state of the NPC. This

    nervous state will dynamically change the success rates of particular

    dialogue options available to the player character.

    This leads into the skill ability of deception. Deception focuses on the

    player characters ability to deceive, and to detect deception. The player

    characters deception skill can be outwardly displayed through dialogue and

    through action. Through dialogue this increases the amount of dialogue

    options that will cater to the player characters intentions. Detecting

    deception also becomes intertwined with prediction. When this is high

    enough, you have the ability to shoot down lies, interrupting the NPC and

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    changing the dialogue from a passive dialogue stance to the aforementioned

    aggressive dialogue stance.

    In short, the player characters influence will measure their ability to

    offer, coerce, or otherwise take a physical action for the benefit or harm of

    the NPC. Prediction will gauge the percentage of success each dialogue

    option or choice has, while informing the player character on the NPCs

    psychological state. And lastly deception will open up more choices that

    cater to the intentions of the player characters personality traits. MACH is a

    skill that generally increases over time as the player

    Passive/ Aggressive Dialogue Stances:

    The Passive Dialogue stance will allow the player to operate and speak

    to individual NPCs on a low profile manner, allowing them to talk normally

    and non-violently to NPCs as they go on about their day. This will allow the

    player to act in a civilized manner as they take themselves through the world

    of Fascistance. By default, this is the state the player character starts in

    when they engage an NPC in dialogue. However, due to the nature of the

    MACH mechanic, certain NPCs will carry information, etc that may only be

    accessed by use of the characters Influence, Perception and Deception

    skills. Within passive dialogue, there is only so much the player character

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    can do. If the dialogue leads to that direction, the player character can

    engage an aggressive dialogue stance. For instance, if an NPC lies to the

    player, the player can activate this aggressive dialogue stance and choose

    the option to punch the NPC in the face, and hold a gun to their head and

    continue the dialogue from there on. Physical actions within aggressive

    dialogue stance are still subject to MACH, guiding the user in the best choice

    both in action and in dialogue.

    GAME WORLD ELEMENTS

    In this section, the elements in the world that have not been

    mentioned will be fully explained, and the mechanics and AI aspects that

    relate with game world elements will be referenced and added upon relating

    to their general relevance to the city.

    ART/MUSIC STYLE:

    The world will be set in an indeterminate time and in indeterminate

    place to emphasize that these events could happen anywhere. However the

    city will be reminiscent of old European architecture to backup characters

    and have a natural setting for them. It will be set during a hard harsh winter

    in order to capitalize on the intensity of the fighting, blood, fires, massacres,

    etc.

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    The world will have a general tint of heavy blues, dark greens, grays in

    the over world highlighted with reds and oranges for areas of action, fighting

    and turmoil. This is designed to cast a depressing emotional mood over the

    entire game.

    Different parts of the city will dynamically decay depending on the

    unhappiness of the surrounding population and the amount of corruption and

    other negative aspects surrounding the particular district of the city.

    CITY AREA DICHOTOMY

    Fascistance will be the country in which the story and game play take

    place. However it is in the capital city of Tempermentia where all the

    activities take place. Some events will occur in the more rural areas outside

    Tempermentia. However the capital city itself with divided into 6 districts will

    offer different areas where certain NPCs types will be dominant over one

    another. This is to say, while many of the NPCs will react to terrorism in

    much of the same way, their recourse to fight versus their tendency to run

    will be different depending on the area. Example would be an area where

    many militaristic NPCs are housed. If the player is trying to kill a top ranking

    colonel in order to destroy his influence in the area, Emina might go around

    different sections of influence around the colonel first, in order to take away

    his influence. This might lead to the likely hood to disturb the peace of

    normal civilian NPC. This in turn causes them to riot significantly and distract

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    the soldiers who are otherwise guarding the colonel. This then provides

    access to kill the colonel.

    Each district will be divided further more by the influential men and

    women in that area, and their areas of influence, summarized by circles that

    fade towards the outer radius. The city view will show their area of effect.

    Further than that, are the NPCs under their direct supervision that exhibit a

    very local influence due to the bigger 3 or 4 Valuable NPCs.

    THE OPEN CITY

    Most buildings will be able to be enterable. As such, there is only a

    tightly knit city comprised of at most 4 to 5 story buildings. And since its

    imitating a classical European city, only a few of the buildings will be

    grand in while a majority are simple building/concrete buildings that should

    not be too hard to fabricate. As this game is slated for a future release this

    also makes it more feasible.

    The styles of the French Rococo era will be interspersed and mixed

    with modern and futuristic styles. The blending is there to emphasize that

    revolution can take place in anytime and location. The rococo era is chosen

    due to the type of alliances you can choose during the game which would be

    more natural for the setting. It will also lend to an air of extremes, since

    the rococo era was all about the extremes of art and decoration. This will

    also contribute to the contrast between different districts as one goes

    through the poorer areas of the city.

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    The characters will have interesting designs as well. Coming from a

    costuming point of view, the characters should have interesting art styles

    and designs that costumers would want to recreate their outfits in real life.

    A dynamic score would be implemented depending on the mood and

    atmosphere surrounding the player character in order to highlight different

    actions in the game. The score itself would involve many strings, classical

    guitars played with a range of moods. The lightest moods of the score would

    be used sparingly, for highlighting happy moments during the game play.

    However most of the score would include ominous, yet reflective undertones

    playing throughout the game when action is not playing out on screen. When

    action is happening, depending on your alliance, the player will experience

    revolutionary peoples songs, or impending monarchic music.

    The mood of the music itself with be airy, atmospheric, and give the

    impression of being under the shroud of a heavy winter.

    Important and semi-important NPCs will be voiced over in order to give

    personalities to the characters the player interacts with.

    CHARACTERS:

    Herein contains everything related to characters that deal with the

    player character, and their involved in the big schema of the world. More

    specific characters will mentioned in later sections but for now, it will

    encapsulate the different types of characters their relations to each other.

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    The Player Character:

    At the beginning of the story, the player characters background is

    unknown to the first time player. The player character, Emina is female, in

    her 20s and has long hair with bangs in order to hide a high forehead. She

    could be considered cute, but only when she allows it to come forth. Other

    than that, she maintains a straight face at almost all times. Her default

    clothes are plain consisting of a jumper skirt with plain prints and a small

    jacket, with Mary Jane shoes and knee socks. Her face has a sense of nobility

    to hint at her origins.

    NPC Types:

    Non playable character types are categorized into several groups or

    classes they identify with their class into the general estates based on the

    real history of France and Medieval Europe. It will also describe their main

    motivations and the effect of their death upon the general population. Note,

    that their effects will be calculated based on their standing in their

    community or on the NPCs individual personality characteristics. Generally,

    the harder they are to convince to your goals, the more dedicated they are

    to their ward, and the harder the people around them will fall due to their

    death. (Kreis)

    The Monarch:

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    Existing outside the Estates system, the Monarch controls what he

    believes the to be the good for himself first, then the First Estates who hold

    religious influence, then the Second Estates who hold the majority of the

    financial power in the country. This is the last man the player character deals

    with in the city regardless of their position or final alliance. This is the most

    intelligent NPC in the game, and in a way, is the goal the player character is

    trying to reach. He is only seen on television within the confines of his

    palace, fearing assassination. He often makes presentations and reports in

    the grandest of attire.

    The First Estate - The Noble Clergy:

    These few NPCs that exist about the city are highly guarded individuals

    that rule in their districts with varying degrees of controls. Killing these men

    and women means destabilizing their region and making it more prone to

    chaos. Bribing, or getting them on the player characters side by different

    means can afford the player character a certain amount of respect. These

    Noble Clergy both have money and religion on their minds, and hence, their

    mentality and interactions are biased towards those wants.

    They often are identified by their large assortment of rings, grandiose

    appearance, and show off anything given to them by the King. They have a

    keen sense to their faces, and an austere reaction to anything foolish.

    The First Estate The Lower Clergy

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    These NPCs are the legs and arms of the Clergy, but among them

    dissent has risen about the recent happenings in Fascistance. Interacting

    with them encourages the player character to be versed in money or

    religious fervor, in order to convince them to join the players side. Their

    deaths will destabilize areas close to their offices, namely their cathedrals

    and smaller churches, though the effect will not be as widespread. Though

    almost every NPC in this class wears the mask and believes in the Statists,

    here is where the gateway into influencing The First Estate lies. These NPCs

    will look rather tame to their higher counterparts, mostly because they do

    not involve themselves and associate themselves with the monarchy. They

    will have a more humble appearance, and their eagerness to help is inspired

    in their attitude and their faces.

    The Second Estate The High Nobleman

    These NPCs are the financial backing of the Monarch; as a result, these

    NPCs reflect the intentions of the king. Their numbers are small but their

    influence large. These NPCs are concerned almost entirely with money and

    pleasure, and of course, sucking up to the king. Their personalities will clue

    the player character their weaknesses in order to get them the players side.

    However, very few of them are actually the highest members of the

    Revolutionists that are looking for change. However their high influence and

    traditional role cannot expose them.

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    The typical high noblemen will have many jobs, and as a result their

    daily wear will consist of their occupation, much like the low noblemen. But

    as the richer counterpart, they tend to go around in more pompous terms,

    and as a result stick out more in crowds. These men will often be of larger

    size then their lower counterparts, in order to show their wealth and their

    health. Merchants and traders of distinguished class will be seen wearing the

    most colorful and vivid clothing and the grandest of hats. The lords and land

    owners will look more tall and brooding, as a visual aesthetic to imply their

    constant watch over their fiefdom.

    Also note the higher ranked soldiers lay in this area. About half of the

    magisterial class lay in this estate as well. As many of these run the citys

    infrastructure, the head of the media outlets are included among these. As

    the largest variety of NPC groups, these NPCs will often have many types of

    clothing that will identify them. Soldiers of high rank will have swords and

    pistols on their person, right along with two or three soldiers following in

    their footsteps. They will also display many sorts of awards upon their chest

    as they go about the daylight in public eyes. They will look the most athletic,

    and superior in any encounters that involve sword fights and firearms.

    The Magistrates or the government officials of the city will often have

    the same gown, suit or maintenance uniforms in the same solemn spirit the

    clergy wears. However they are allowed to wear more Bourgeois, or typical

    high noblemen dress depending on their status outside their magisterial

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    affair. They will tend to look the most slumped or hunchbacked to different

    degrees as they often spend their time studying the various laws of the land.

    Magisterial agents are important, as much as soldiers due to their law

    making abilities. Exploiting their weaknesses could prove beneficial to the

    players cause.

    The Second Estate The Low Nobleman

    These NPCs are more involved in the everyday workings of the capital city.

    Due to their nature as Noblemen that more often made their way from the

    lower levels of society, they sympathize with the lower classes much easier

    then the higher noblemen. These men are also most likely the areas of most

    fighting between individuals, rather than masses, as much as half follow the

    tenets of the enlightenment, and the other half aspire to be financially

    wealthy, and thus have more in common and alliance with the top Second

    Estate , The majority of the First Estate, and the Monarch himself. Also a

    majority of the soldiers lay in this class and the other half of the magisterial

    class lay in this class.

    Most of these NPCs can be found wearing much more practical clothing

    but often spend what they can. They carry a slight sense of extravagance,

    and are often agreeable and relatively happy NPCs. A good chunk of the

    higher ranking soldiers and magistrates are in this classification.

    The Third Estate Bourgeois

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    The NPCs are much like the Low Noblemen and have common links to

    the Low Clergy. However, they have no noble status, and are taxed, but not

    as significantly as the Peasants, A good majority of the NPCs will relate with

    the peasants by different degrees, who are only worse off because of their

    lack of a valued occupation or total absence of it. Therefore, NPCs of this

    class have a high chance of intelligent followers of the revolution and

    enlightenment movements.

    These NPCs are identified by simple, but decent clothing that allows

    them to function in their everyday lives under the low noblemen who happily

    share them the same space, and the high noblemen who are essentially their

    bosses. They are about as happy as the low noblemen but are worried

    somewhat, since their status can easily drop to that of a peasant if they

    arent needed any longer.

    The Third Estate The Peasants

    The most common NPCs found everywhere, they are also the most

    subservient, and least intelligent. Only angered by the direct affronts to their

    lives, they take on heavy taxations and sometimes, even hunger. They are

    suspicious of both Revolutionists and the Statists, however, given their

    simple needs, they are easily swayed either way.

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    They are identified by their poor ill repaired clothing, and their

    relatively unhappy demeanor. They can be found bothering people in the

    streets, or being quiet in a corner. Otherwise most of them reside where the

    land owners of the city decide to keep their land in the outskirts of the city.

    ITEMS:

    The list of items here are huge and defined as everything that can be

    placed, located, discarded, given away, and used in the inventory. They can

    be bought and sold as well.

    Weapons:

    In generic names will be used in order to deemphasize the time period,

    but in general will be modeled after real modern weaponry. The emphasis

    here is then use of weapons as tools of strategy. As mentioned before, the

    Rules of Engagement as defined by this game will allow the player the use of

    weapons. Some weapons are more accepted during certain times. From a

    revolutionist point of view, reigns of terror are the most perfect times to use

    bigger more effective weaponry, but during Tides of Peace, use of the

    weaponry and getting caught can mean a loss in game calendar time or

    death. From the Statist point of view, reigns of terror are also very good

    times to use bigger effective weaponry, but the loss here is losing the public

    opinion, and thus stagnating and possibly losing the influence of majority of

    the peasants and the lower classes. Tides of Peace are the times when

    Statist members can use their operations quietly, however upon being

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    discovered, loss of public opinion is great during those times. These times

    are also the highest chance of brewing more influential revolutionists NPCs.

    These following weapons will be listed from most government/socially

    accepted use to least amount of accepted use, and the most likely to have

    harsh consequences in the event of being caught. As a small note, every

    weapon can be given away to an NPC to supply them, and if they are willing

    to accept it, and willing to commit an attack. The only weapon that cannot be

    given away is the Silenced Pistol. Only extras are allowed to be given away.

    It is also categorized by weight starting from the lightest to the heaviest.

    Fists, Pipes, Chains, Wine Bottles and other Melee items

    The most uncontroversial weapons in the game; use of these weapons

    is acceptable at any time and met with minimal punishment during Tides of

    Peace. Any other time, law enforcement magistrates will not care unless the

    player character involves them. It is useful for dialogue stance changes, and

    beating people into submission without attracting too much attention.

    Silenced Pistol

    The base weapon in the game that the player character will have on

    their person at all times during the game (unless otherwise removed due to

    events). This weapons main function is much more important to note, as it is

    very limited in ammunition, and encouraged to be used in situational

    dialogue use. Use of this weapon has almost no consequences during Reigns

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    of Terror, meaning magistrates, soldiers and the general public will generally

    ignore the player characters brandishing, and involve minimal intervention

    during its secluded use. During neutral time periods, the show in public will

    cause a stir especially when used so the least amount of time displaying it

    will clear up suspicion. Use during neutral times is questionable because it

    will often put the area under a watch. Display it at all during Tides of Peace

    will result in an almost immediate jailing and short loss of time. Use will

    result in a slightly longer loss of time.

    Short Range Sub Machine Gun (w/ silenced option)

    This weapon will be available if the player character finds it. It will

    often be found during more turbulent times like in the Reigns of Terror. Its

    use is good for provocation, or the need to clear out simple small buildings

    with the need to be quiet in neutral times. Use in Peace, if caught will often

    land them in jail and have a very long period of time. Use in neutral times

    will result in medium loss of time. Use during reigns of terror if not a statist

    will result in many questions and a possible short jail time.

    Medium Range Assault Rifle

    This will be the weapon of choice for massacres, along with higher

    weapons. Most soldiers will carry these during particularly bad Reigns of

    Terror. Revolutionist use during these times will be shot on sight, and if

    caught will result in severe punishment and loss of time. The player must be

    extremely careful and judicious, or very tidy in order to use such an effective

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    weapon on both sides of the field, as using this weapon incites fear in the

    public as a symbol of oppression and the use by revolutionists in the

    government eyes means even tighter controls over the normal everyday

    situation. Use during neutral times is seldom heard of for both revolutionists

    and statists, unless it is done in an action of strict martial law in one area, or

    an act of pure terrorism. Being witnessed of use during Tides of peace will

    most likely end that time and escalate the city into a neutral time, and as a

    result the use is almost unheard of.

    Sniper Rifles

    The use of sniper rifles is mostly associated with assassinations. This

    gun is conventionally used by revolutionists due to its nature. However

    Statists can use this weapon as well to take out revolutionists, however not

    to same degree and efficiency, since public morale and opinion will go down

    in a public setting. The witnessed use of this weapon means death for both

    Revolutionists and Statist. For revolutionists means death from the public

    officials. For government means a disavowed agent. However if this weapon

    is used properly and with deliberate intent, it is extremely hard to be caught

    this weapon due to its covert nature, and its covert location of operation.

    Improvised Explosive Devices:

    Consists of: Grenades, Mortar Shells, Explosive packs, etc.

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    These weapons, as mentioned before can be disguised and fitted into

    different materials. These contraptions are tricky at best, due to their wide

    effect. Opinion can be shaken either way, depending on the casualties, it can

    either put the favor towards the Revolutionists or the Statist, depending on

    the influencing factors killed in the immediate blast. Kill too many

    neutral/revolutionist NPCs vs. Statist NPCs; the attack is labeled a Terrorist

    attack by the State. Kill a very influential Statist vs. some

    neutral/revolutionist NPCs, then public opinion can waver, depending on the

    news. Kill several statists in a single building, and no neutral/revolutionists

    casualties, then the favor goes towards the revolutionist. As biased as IEDs

    for Revolutionists, The smart statist can disarm, and make unofficial use of

    these, and purposely bomb a local public building, in order to gain sympathy

    from the public for the state. As the deployment and use is almost of zero

    visibility, there is no need for a punishment for revolutionists for use during

    any periods of time. However, suspicious materials can be investigated by

    keen NPCs. If the deployed explosive devices are linked back towards the

    player character, it means certain death for those caught. Of course the

    player character can just detonate it as it is investigated.

    Stationary Machine Guns

    The classic massacre weapon and hence and will be mainly available

    during the defense/barrage minigame. The damage by these is of the same

    caliber as the IEDs. Yet as the IEDs are distinctly Revolutionists, this is

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    primarily the weapon of the State. These are deployed during very bad

    reigns of terror. These weapons will increasingly become available especially

    during the last leg of the game progression due to possible riots. The usage

    of these will go unquestioned as this is the sign of ultimate aggression. Public

    opinion will sink dramatically, but extreme influence will be gained during

    these times. A weapon of last resort for the Statists, it is only used in the fear

    of being overrun by rioting crowds, at the gain of a very unstable peace.

    Clean up is needed after using such a weapon, such as threatening the

    journalists.

    ITEMS

    These game elements involve all items that are storable and givable.

    Most of these items can be grouped by their main usage and will be as such.

    Physical Health

    Small Medkit

    Uses a small part of your weight limit, and heals a small amount of health. It

    cannot be rigged. It can be given away as a way to gain favor.

    Large Medkits

    This uses a larger part of your weight limit, but not by much. It heals a large

    amount of health. It can be rigged. It can be given away as a bigger favor

    towards the NPCs trust.

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    Poison

    This can be mixed in drinks and food. It can be given away to NPCs for their

    use.

    Mechanical (Note: no impact to weight)

    Lock picks:

    Use for lock picking. Can give sets to certain knowledgeable NPCs for gaining

    trust. It cannot be rigged.

    Wires:

    Random bits of wire that can be used for rigging explosives. Collecting a

    certain amount will give a player a spool, and a numerical number for the

    length.

    Electrical

    Remotes

    The transmitters that can be used for all kinds of explosives. Just trigger in

    the hand.

    Detonators:

    Place the receiver and embed carefully both terminals carefully into

    explosive device.

    Batteries:

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    Connect detonator to batteries last. No expiration date

    Electrical wires:

    Miscellaneous

    Bags of Rocks, Flour, Rice, etc.

    It is useful for disguising IEDs. Weight is based on the items.

    Books, Newspapers, Information, Transcripts, Mission Outlines

    Informational: Newspapers are for information gathering, event and history,

    and also opinion testing. Books are history of different areas. Good for

    general information written on pieces of papers, like key codes, address, etc.

    Transcripts for messages intercepted, or received. Mission outlines for

    objectives. Has negligible weight.

    Random bits of metal, screws, nuts, bolts

    For IEDS, spreading in bags of rocks to increase blast range.

    Beverages and Food

    It can be eaten for small amounts of health similar to the small medkit. Can

    be mixed with poison and given to NPCs for trust. But if they die and NPCs

    witnessed your act, it causes suspicion.

    OBJECTS AND MECHANISMS

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    These will describe everything the player character can interact with but

    cannot inventory. These will include everything in the vast capital city of

    Fascistance.

    Entryways

    These include doors, windows, vents, trap doors, holes in the wall.

    Everything here can be rigged to be set as a trap, or an IED can be dropped

    nearby without special use of the rigging/trapping GUI. Every entryway that

    is closed can be destroyed by explosion. Doors will have hitboxes in their

    logical places for gun forced entry. Of course, usage of any will attract the

    natural attention of nearby NPCs

    Keypads

    Require keycodes, typically, player character can find an NPC who knows it.

    It can be shot at for a 50% chance of opening or staying shut.

    Traditional Locks

    Can be picked, and can be forced open through the GUI.

    Levers

    Can be activated for effect

    Computer terminals and related systems

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    These will traditionally give information, but can also activate/deactivate

    doorways, electrical system, surveillance, and automatic turrets. If

    passwords are present they can be obtained from NPCs or careful searching.

    STORY OVERVIEW

    BACK STORY

    From an old deposed Jester:

    His Monarchiness, The King Ephemeral, The Fearless Leader of Fascistance

    was once a just, noble, fun loving king who led his people with a gentle fist.

    Therein the grand capital city of Tempermentia, he dwelled in peace and

    everything waspretty chill. Well, that was, until four wives later, he was

    unable to have a son to succeed him. He wasnt too terribly fazed by this

    however; he figured he could get one of his many concubines pregnant. He

    was a liberal king in such a way and he would just pass the son as a

    legitimate heir, but even then he couldnt get anyone pregnant.

    He therefore gathered all the best doctors in the land and across the

    Northern Sea, and in particular, a team from the Fatherland of Visigothia, a

    far northern island in the North Polar Sea, headed by the world class doctor

    named Hollheimen Haus. Herr Haus M.D. and his team discovered a rare

    genetic disease that invalidated a vast majority of his sperm, rendering him

    virtually unable to procreate. Someone on Herr Haus team suggested it was

    a neurological problem. Alas the complications that controlled his inability to

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    sustain a hormonal balance to procreate, also affected parts of his sanity.

    Slowly but surely, he would devolve into fits of paranoia, greed, and

    arrogance. A frail shell of his former self.

    However, not all was lost. A radical new breakthrough procedure could

    remove the cyst pressing on his hippocampus and amygdale and remove the

    hormonal imbalances present in his system. But little did Emphemeral know,

    Grand Cardinal Neroculus, the right hand man was up to something.

    Neroculus had a vested interest in the financial sector of Fascistance, and

    felt very protective as the top of the First Estate. Though unclear how deeply

    his hands reached into the Tempermentia, it was always the Kings positive,

    do good attitude that kept Neroculus from propelling Fascistance into the

    greatest economic power in the world.

    The next day, Herr Haus and his team met a horrible fate. They all

    succumbed to great winter storm at sea. Their airplane crashed, and all was

    lost. And it was in that very same day, Emphemerals trusting attitude took

    the toll on him. His diseased was pushed on to be worse, and Neroculus and

    Emphemeral became better friends.

    In 20 years, the Fearless Leadership of Ephemeral could be described

    as a bell curve. The insanity that plagued him actually propelled the nation

    into a powerful economic force. However later down, the greedy mandatory

    consumerist stance and extreme taxation on the lowest classes created a

    huge dissonance in the country. As a result, among them, revolutionists have

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    begun to spring up, among the anonymous faces. Using anonymity as their

    weapon and general disdain for the Statists, acts of terrorism have been met

    with note from the government in order to end tyranny, end the suffering,

    and brighten everyones day with the enlightenment movement.

    Now, Fascistance is at a standstill. A lukewarm war and an uneasy

    ceasefire loom over the war torn, but otherwise scenic city of Tempermentia.

    However the word on the street says that there might be someone among

    the city, who has the gall, the cutthroat attitude, great charming charisma

    and has the power to lead.

    And rumor saysits a girl. And of course there are other rumors like the

    Ephemeral is doing something with working a deal with the Motherfields of

    Ushankaland about some rumored thermonuclear weapon. And that no one

    is allowed in and out of the city because of some a major political scandal in

    the next door neighbor kingdom of Majorica. And look! Now refugees are

    coming over. Because surely, it made lots of sense to place the capital city

    right next to the border Or was it because the train station nearby got

    bombed by a terrorist attack? Who knows, most people would say, its

    unsubstantiated anyway. People are mostly happy that their hardnosed

    attitudes are getting them by. Cest la vie.

    Enter Wilhelmina Patricida Elmenda the Third. She hates her name, so

    she just prefers Emina. A quiet, reserved girl of 20, she was busy pondering

    her life, 20 minutes away from the last station before entering Fascistance.

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    As a child she was raised in a small town in Majorica where she was

    often kicked about by her fellow compatriots, because she simply stood out.

    Familial ties were of utmost importance and often the thing to gossip about

    in the countryside culture of Majorica. Therefore when she didnt look like her

    parents, the integrity attacks and thumbed noses got worse and it caused

    havoc for her homely parents.

    The parents knew it was time to tell her of her origins. There her

    parents pointed, with a frail finger towards the border, and past it, the city of

    Tempermentia. We found you crying in a train station, wrapped in

    newspapers, freshly delivered. You were a poor child. We looked for anyone

    around that would know, but they shunned us, thinking we were giving up

    our child! Ohhh, how foolish they thought we wereOh we were Eminas

    elderly parents nodded heads together, looked at each other and trailed into

    senility. HereThe newspaper we found you init still has the dateIts

    your birthday!

    Crudely written, the paper described a certain medical teams death on

    the front headlines, which, as the newspaper quoted, was unfortunate

    because they could not find anything wrong with the King. In small bolded

    subtitles, it said So the king is 100% sane, Long Live King Ephemeral!

    Less than a week later, Emina is now on a train. Arriving in

    Tempermentia Grand Central Portal echoes the voice in the PA system.

    Thoughts race through her head; where do I even start, she thinks as she

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    gets up. She follows the traffic, quickly exits and is greeted with the grandest

    display of luxury and mass consumerism. Wide eye, someone bumps into her

    and she is led to a newspaper vending machine. The machine is broken, but

    incredibly, there is one paper left. She reads, and notices the similarities in

    the print and format. The Fascistance Substantia: The world of tomorrow,

    today, where it applies

    She reads the headlining news, and quickly makes her opinion about it.

    Then all the sudden an explosion, no more than 50 feet away rips through

    the very tunnel she was standing in. Mutilated bodies are everywhere, but

    she couldnt see them because of the thick smoke and the three inch

    shrapnel lodged firmly her forehead.

    This is where her real story starts. With the few belongings she had,

    namely her newspaper, a little money, a small bump on the forehead, and an

    increasingly warped thinking process, she makes her way to find her parents,

    find her home, and find her sanity.

    START OF THE GAME

    Emina is essentially is suffering from severe disinhibition syndrome,

    accelerated by the shrapnel to the forehead, and surviving it leaving a scar

    near her temporal lobe. Though her intentions are pure like reclaiming her

    true past, this syndrome essentially takes away her ability to moralize slowly,

    day by day, which ironically, and conveniently for the game will happen in

    three years where the end game starts. She discovers herself in the care of

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    either the Terrorist revolutionist that bombed Grand Central Portal feeling

    sorry for her, or a low ranking bourgeois Statist official. She knows not how

    she got there, and will slowly reclaim her memory at first. She starts off

    struggling with small fits of extreme violence and other sadistic feelings

    imagined in her head, coupled with a faint someone who speaks very

    knowledgeably to her about the people that she encounters. Flashbacks to

    old times hint to her that she was born in the wake of a terrible accident.

    She at first does not know that, and questions her disinhibition, but

    she slowly looses herself to her ever intensifying need to manipulate and get

    the best of people in order to reach what she wants. She learns she is hyper

    sensitive to social cues due to the someone in her head, and can find her

    way through many conversations if she says the right things and influences

    her way in.

    By the word on the street, she will run into NPCs that know rumors

    concerning her and follow different leads, She will discover a very long

    contrived history that points to her as the heir to the throne as she scours

    the annals of the Statists and Revolutionists and gain access in their ranks.

    Of course the history will be biased depending on where shes reading the

    history, but at long last, her constant need to feed her ever worsening

    mental condition, her need for her true origins will slowly, but surely piece

    together all the parts of her story from bodies of influential figures she

    collects.

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    The someone who lets her know of peoples intentions, and functions

    as her hyper sensitive social cue, turns out to be Iavelli, an alternate ego she

    made in a way to deal with her stress. Iavelli helps her in her encounters with

    other people, and helps make choices that advance the game, and get her to

    what she wants.

    She will discover in the end that she too is sick and suffering from the

    rare genetic disease Herr Haus and his poor team had discovered so long

    ago. In the end game, whether it is by the three years of time, or the shifting

    tides are complete, she faces the dethroning of her father, either through

    glorious revolution, or betrayal of the highest orders of the state. The fate is

    decided from there. To kill her Father, banish him, to find a cure, to destroy

    both him and her, and depending on what the Emina finds through the game,

    some of these options may not be available

    GAME PROGRESSION

    Story Collection

    The nature of the game is free form in its way that story is collected in forms

    of rumors, collected information and piecing a general area understanding of

    the whole picture. When Emina does find different important pieces that may

    question her judgment and her alliances, she may be forced to seek

    information from the other camp. However important turning points in the

    story will propel the game forward.

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    Major Quests:

    The Major Quests can be followed only in order. While Major Quests are

    required to progress major elements in the story, doing side quests by taking

    out different smaller influential figures will help greatly in the major quests.

    After getting off the train, and questioning the players opinion with the

    happenings within the city, the game decided who the Emina will meet first,

    and hence her first encounters with the factions in the city.

    MQ00: BIRTHDAY LYES:

    Caustic by Nature

    This is the immediate quest Emina goes on as she discovers her

    injuries. She is kept inside the bureaucracy or the underground barracks

    depending on the side she begins with. This will serve as a tutorial for the

    way Emina will interact with the 10 to 15 NPCs. She will begin with an NPC

    friend that will immediately trust her, yet everyone is neutral. While she

    gets better, she interacts with the NPCs about an upcoming birthday for

    their superior. Their superior happens to be very strict, and happens to drive

    them very far. The superior, upon seeing Emina immediately dislikes her

    greatly. He does not like it that someone was taken in their place that could

    compromise their position. The NPCs all have differing opinions on what to

    get, and how to throw the party. The quest will end with a full out birthday

    party and making the best present or where Emina can also use drain

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    cleaner to poison the superior. This is in effect the way that allows Emina to

    choose her side. If she wants to stay with the side given by the opinion poll

    with the newspaper she reads in the beginning of the game, she celebrates

    with everyone the superiors birthday. If not, the superior dies, suspicion

    arises, and Emina must get out of there and into the city of Tempermentia.

    MQ 01: NATIONAL SECURITAS VERITAS:

    Aqua Regia for the Masses

    After the Tempermentia Grand Portal Bombing, in and out privileges

    are temporarily halted in the city and across the border. Here Emina has the

    chance to kill/guard one of the magistrates in charge with handing out

    registry information to everyone in a certain region in the city. This event will

    be initiated a few days after exploration of the city, when Emina inquires

    upon the happenings of a large crowd, and hearing it from the Word on the

    street. She can either be assigned to kill or guard this magistrate, or be

    hired as extra help off the streets, or find herself in the crowd, noticing an

    NPC looking angrily at the magistrate. Killing or successfully guarding this

    magistrate over the next three days will grand Emina access to some old

    newspaper archives, or give her a chance to break in the archives. She will

    find a digital copy of the newspaper 20 years ago around her birth. Shell

    confirm the news she discovered before and find the fate of those doctors.

    Shell also find that a journalist went missing that day, but it wasnt that

    much importance because it happened to be the same ones that interviewed

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