game proposaltriosdevelopers.com/e.mclennan/documents/tranproposal.pdf · 4: there will be...

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Transcend Game Proposal High Concept "Transcend, [tran-send], verb: To overcome a problematic situation not by avoiding or escaping it, but by becoming fully immersed in it and discovering a novel solution. Typically achieved when avoidance or escape is impossible." Genre Music/Rhythm Features and Unique Selling Points "The intensity of rhythm meets the tranquility of zen" "Enchanting visuals synchronize with epic music and soulful narrative" "Seven tracks to master with an epic finale and extra unlockable content " Hardware Platform The game will be simple enough in architecture not to be constrained by hardware specifications of any current generation hardware on any of the following target platforms: PC (browser and download), IOS, Android. T arget Audience All people of all ages, personalities, and lifestyles.

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Page 1: Game Proposaltriosdevelopers.com/E.McLennan/documents/tranProposal.pdf · 4: There will be "ambient" or "background" parts of the music which play constantly and are partially procedurally

TranscendGame Proposal

High Concept"Transcend, [tran-send], verb: To overcome a problematic situation not by avoiding or

escaping it, but by becoming fully immersed in it and discovering a novel solution. Typically achieved when avoidance or escape is impossible."

GenreMusic/Rhythm

Features and Unique Selling Points"The intensity of rhythm meets the tranquility of zen"

"Enchanting visuals synchronize with epic music and soulful narrative"

"Seven tracks to master with an epic finale and extra unlockable content "

Hardware PlatformThe game will be simple enough in architecture not to be constrained by hardware

specifications of any current generation hardware on any of the following target platforms: PC (browser and download), IOS, Android.

Target AudienceAll people of all ages, personalities, and lifestyles.

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GameplayPrimary gameplay elements: Gameplay consists of a music track playing and the player using mapped buttons to match the rhythm precisely, in the vein of such

games as Guitar Hero, Rock Band, and Amplitude. Each of the seven in game songs will be its own level, each being divided into multiple sections (sub-songs, if you will). It is impossible for the player to lose; they can only give up, or win. This is because if the

player does not match the specific section of the song they are currently playing precisely, it will start over, giving the player a chance to hear and learn it again. The

player will advance to the next section when the current one is played perfectly. For this reason, though the game will employ a steady difficulty increase as they move from level to level, the difficulty will never be "brutal". The point of the game is to have fun and to feel empowered, not to be frustrated. On the flip side of the coin, the game will

also not be too easy, or the player will feel bored and unchallenged.

Other Gameplay Considerations: The repetitive nature of the game poses some challenges, which I will address here.

Firstly, the songs themselves, if not composed correctly, and in full knowledge of the nature of the game, will sound "hokey". By this, I mean that it will not sound good if the end of Section X of a song doesn't only transition well into the beginning of section X

+1 but also the beginning of section X. For this reason, the songs will be carefully crafted to meet this requirement. There will also be specific "interlude" sections built in, so that the player has a chance to adjust and recognize the fact that the section will be

restarting. This is to avoid "frustrating deaths" wherein the player could finish a section, knowing it needs to be replayed, only to miss the very first note as it begins to

replay because there was no indication of the transition.

Secondly, the game could become repetitive and end up not feeling fun, even after only a couple of repetitions of a section. This will be addressed in the following ways:

1: Some or all aspects of the visual stimulus of any given level will be procedurally generated with random elements.

2: The "story" being told by the visuals on-screen will fully encompass and integrate the very concept of "repetition". For example, if there is a person ascending the stairs of a tower, if a section is failed and needs repeating, they might be shown to trip, fall, and get back up during the interlude section between repetitions.

3: The on-screen text will be written such that each section of a song will have multiple versions of each string of text, each which relates to and is a variation on the core theme of that particular section.

Page 3: Game Proposaltriosdevelopers.com/E.McLennan/documents/tranProposal.pdf · 4: There will be "ambient" or "background" parts of the music which play constantly and are partially procedurally

4: There will be "ambient" or "background" parts of the music which play constantly and are partially procedurally generated with random elements.

Controls: The core gameplay requires only 4 buttons, one for each on-screen "note lane". This is a common concept in musical games such as Guitar Hero, Rock Band,

and Amplitude.

Here is a mock-up giving a visual example of this concept:

As the notes fall into the large circle near the bottom of the screen, the player presses the corresponding button to play that note. On PC and Mac, there will be three default

control schemes as well as an option to customize the keys as they like. The first control scheme will involve two sets of two keys each which are on opposite sides of

the keyboard (example: A,S and K,L). The second and third control schemes will involve all four keys being in an adjacent row; one right-handed option and one left-

handed (example: A,S,D,F or H,J,K,L).

On IOS and Android smartphones and tablets the game will be controlled using "buttons" on the touch-screen. The game will function the same, except that the player will need to touch the corresponding area of the screen to play the note. Extra care will

need to be taken due to touch screen buttons being less "crisp" and responsive compared to computer keys, in order to make sure that the game controls don't hinder

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the experience. This could be done by allowing the player a larger tolerance in the time-frame in which they need to press the button, slowing the game by 10-20% or both.

Here is a mock-up giving a visual example of the game on a smartphone:

Secondary gameplay elements: In its "out of the box" state, the game will contain only the "main game" which consists of seven levels, playable only in

sequential order, each containing its own unique song, visuals, and story. If the player completes the game, several things will be unlocked.

Primarily, an "alternate universe" mode will be unlocked, which will contain the exact same core game of seven levels in a modified state. Such modifications include a

different rhythm sequence (for example, if the first 5 notes of song one were A,B,C,D,A, the alternate universe might require you to press A,C,D,A,D), differently arranged

versions of each song, modified visuals, and different on-screen text. All of the modifications will be done carefully and thoughtfully, in order to create an illusion that

the player has entered an alternate universe, close enough to the original to be recognizable as the same, but different enough to be surprising.

Alongside the alternate universe mode the player will also unlock a music test allowing the player to listen to each song at their leisure (available also upon

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completion of alternate universe mode), a demonstration mode allowing the player to watch each song played through perfectly, and a "philosophy" section, where the

player is allowed to learn about the philosophy of the game, and the concept of transcendence itself from the perspective of myself, the creator of the game. If the

player is interested and takes the time to learn what this mode has to offer, they will find that when the explanations are over, an 8th level will become playable. This "bonus"

level will attempt to bring a feeling of "completeness" to the player: they have climbed the mountain, overcome all obstacles, and returned home, but with a new sense of joy, accomplishment, and awareness. This level will not be broken up into sections, and will be unfailable. There will be no reward for completing it, which is in accordance with the

very philosophy that this section intends to portray.

SettingGeneral Description: The game will not occupy any time or place in physical

reality, but will rely on images and animations, both abstract and concrete, to conjure emotional and mental reactions within the player. As an abstract example, a rainbow

couloured array of "laser-like" lines and images that moves/transforms/pulses/etc to the music. A concrete example would be an animation of a simple sprite-based person

walking down a path toward the sunset, or ascending the stairs of a tower. To compare it to an existing game in terms of general feel I would choose Journey for the

Playstation Network. The game is meant to be a journey in its truest form, evoking a full palette of feelings and emotions, and making the player feel as though they've come

"full circle" in the end.

Protagonist/Antagonist/Story: It is explained to the player, through on-screen text displayed either before or during the title screen, before or during the actual

gameplay, or all of the above, that the player themselves is assuming the role of the primary character in the game. They are the "hero". Furthermore, it will also be made clear to the player as they make their way through the game that they themselves are

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also the "villain". The message is that regardless of any resistance or antagonism a person may meet, it is they themselves that always have the greatest control over their

own life. This is the core concept of Transcend.

Each person in each moment has the power to be calmly aware and slowly and incrementally overcome any problem that besets them. Therefore, the "story" of

Transcend is a real life story, occurring in whoever plays it at whatever time, wherever they do so. In this way, Transcend intends to completely obliterate the "fourth wall"

and bring the player into a heightened sense of awareness and "being".

Audio StyleThe audio style of the game will generally have two interlacing facets: Ambient music and emotionally driven music. The purpose of the ambience is to create a calming,

balanced undertone, whereas the emotionally driven music is to create the impressive of being on a journey of importance. The music whose influence is being drawn from is too vast and various to name, but to give examples of games which contain music that contains both of these two aspects, I name Donkey Kong Country 1 and 2, Chrono

Cross, Mega Man X and Sin and Punishment: Star Successor.

Music to listen to:

Donkey Kong Country 1: Aquatic Ambience

Donkey Kong Country 2: Stickerbrush Symphony

Chrono Cross: People Seized With Life/Prisoners of Fate

Mega Man X: Sigma Fortress 2

Sin and Punishment: Star Successor: Menu Theme

Art StyleTo begin describing the art style, I'll quote the "Setting" section of this document:

"As an abstract example, a rainbow couloured array of "laser-like" lines and images that moves/transforms/pulses/etc to the music. A concrete example would be an animation of a simple sprite-based person walking down a path toward the sunset, or ascending the stairs of a tower. To compare it to an existing game in terms of general feel I would

choose Journey for the Playstation Network. The game is meant to be a journey in its truest form, evoking a full palette of feelings and emotions,

and making the player feel as though they've come "full circle" in the end."

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There are two games I would compare Transcend to visually, aside from Journey: Bit.Trip Complete and Shadow of the Colossus.

Bit.Trip Complete represents the "rainbowy" fun/flashy/intense element of the visuals:

Page 8: Game Proposaltriosdevelopers.com/E.McLennan/documents/tranProposal.pdf · 4: There will be "ambient" or "background" parts of the music which play constantly and are partially procedurally

Shadow of the Colossus represents the way I intend to make the game feel ancient and ripe with wisdom and meaning:

Page 9: Game Proposaltriosdevelopers.com/E.McLennan/documents/tranProposal.pdf · 4: There will be "ambient" or "background" parts of the music which play constantly and are partially procedurally

Journey's final level contains a feeling of triumph and exuberance which will be the aim and the essence of the bonus level in Transcend:

Oops! Here is a picture from Journey the video game's final level!

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Estimated SchedulesI myself am capable of performing all tasks required to bring this game to completion. Based on a 40 hour per week work schedule, I estimate the completion time to be 3

months.

Marketing AnalysisOn a general level, Transcend competes with all games, in that it strives to appeal to all people. In this way, it directly competes with other games which do the same, such

as Angry Birds. Being musical in nature, it competes with any rhythm game, a specific example of a strong title being Guitar Hero. I personally believe that it will carve its own

niche and following due to the original spirit and strong fundamental gameplay it contains.

In a sense, Transcend has no competition. By this I mean that I intend for it to stand on its own two legs based purely on merit and a pristine level of quality. To use a metaphor, just because Donatello, Raphael, and Leonardo were lighting Renaissance-era Italy

on fire with their art didn't mean that there was no room for Michaelangelo.||||||||||||||||||||||V

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"Thank you for the effort Mike, but the market really is quite saturated...we'll be melting this down to make a toilet for the pope."

Specific Feature Comparison: Even though many aspects of Transcend overlap those of other games, the unique core and essence of the game puts it in a

category all of its own. Yes, you press buttons to a beat, but the experience is an entirely different one from Guitar Hero. The Bit.Trip series contains flashy visuals in synchrony with the music, and has a central theme in a somewhat less specific sense

than Transcend, but this is not something that would take anything away from a player's experience. On the contrary, players who enjoy the Bit. Trip games would

likely enjoy Transcend as well.

Page 12: Game Proposaltriosdevelopers.com/E.McLennan/documents/tranProposal.pdf · 4: There will be "ambient" or "background" parts of the music which play constantly and are partially procedurally

SummaryTranscend aims to give all players a chance to be entertained, have their thought

provoked, and feel engaged in growth all at once, without ever becoming bored or over-encumbered. It is my belief that it can achieve its own place in the hearts of the people

who play it, ultimately freeing it from the need to justify itself.