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NSI Posts

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One of the main things I learned from this project that I think can be applied to any writing project is to embrace the highs and lows. In my case, they mainly came in the form of anxiety and bliss. The anxiety came with waiting to hear if I got in,...
One of the main things I learned from this project that I think can be applied to any writing project is to embrace the highs and lows. In my case, they mainly came in the form of anxiety and bliss. The anxiety came with waiting to hear if I got in, if I get an internship, 14 hour work days and those inevitable times when I worried my game was shit. The bliss came from getting into the program, absolutely loving my game, thriving in my full creative immersion and the thrill of putting my whole heart into something. Even though I'm not usually a very mood swingy person, I think these highs and lows, especially the lows, were important to my project because it was always after the fear that my game was terrible that I would consistently work to take my project up a few notches in creativity and clarity, which led to the highs of loving my project again. This happened a number of times and then eventually it was August 9th and I passed in my project. I was a bit relieved but also pretty sad to see it go.


I want to thank the Z2H community, NSI playWRITE and all the people who came to speak to us at boot camp. I especially want to thank Tristinian for making this possible for us ten grateful participants and Ian Christy for being an amazing, challenging and hilarious mentor. I would also love to thank Tenzil Kem, Juiceboy, Crackwalker, Miscellaneous Mike, Ryaz, genrewriter, Kitsuneko and the members of Team Thunderpants (Hooooo!) for all their recent feedback and support.


And now, to continue waiting...argh!

Top Rated Comment of 1

Tristinian

Mon Aug 18th, 2008 19:08

Awww, thanks Mandysue!   We're pretty lucky for having had hungry and hard-working folks like yourself in this program You've set a high bar for next year!

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12:00 AM Vancouver time is 4:00 AM Halifax time. And so it was that the morning of August 9 (well... really August 10) found me in my living room, hopped up on cafe americano and pez, editing, deleting, typing, untyping, writing, drawing,...

12:00 AM Vancouver time is 4:00 AM Halifax time. And so it was that the morning of August 9 (well... really August 10) found me in my living room, hopped up on cafe americano and pez, editing, deleting, typing, untyping, writing, drawing, sketching, listening to The Fall, writing more, erasing more, taking off The Fall and putting on the Violent Femmes, retitling, rethinking, headbanging inappropriately when it all got to be too much.

I think I submitted my finished pitch package at about 3:21 AM Halifax time, bells attached, whistles incorperated, script as shiny as I could polish it up to. I celebrated as any 20-year-old university student celebrates; by passing out on the nearest horizontal surface, secure in the satisfaction of a job well done.

Major thanks to the Z2H community for all their support, both to me personally and to the larger PlayWRITE community. We couldn't have done it without you. It was a crazy ride, and you were behind us every step of the way.

The funny thing is, I wrote a complete script for Medicine -- I only handed in about a quarter of it because I realized that, when I re-wrote everything into video-gamesque interactivity, it would be over 40 000 words long. Here's a bit of lagniappe for you beautiful people -- some of my favorite dialogue from Medicine, which didn't actually make the cut for the pitch package.

***

EXTERIOR: Neanna Dee's Laundry. Nighttime; the laundry is ghostly, shadowy white shapes around the tiny slum house. Remi and Fawkes walk onscreen, still carrying Canelle on the coat between them.

 

Fawkes: Neanna! Neanna!?

 

A shadow appears in the window of Neanna's Clinic.

 

Neanna's Voice: Fawkes?

Fawkes: Help! Canelle's in trouble!

 

Neanna opens the door.

 

Neanna: Who's Canelle?

Fawkes: Remi's girlfriend.

 

Canelle weakly rises from the stretcher.

 

Canelle: I am not!

 

Canelle collapses again.

 

Fawkes: Canelle and Remi are my friends from the Wonder Wagon. They helped me retrieve Hypatia's Seashell.

Neanna: Well, you'd better bring her in.

 

The clinic is empty save for the laundry piled everywhere. Fawkes and Remi set Canelle down on Neanna's ironing board. As they step back, a pile of laundry piled in the corner of Neanna's Clinic rustles suspiciously.


Fawkes: What was that?
Neanna: Nothing.


The laundry rustles again.

Fawkes: Neanna? Is there someone back there?

 

Remi steps towards the rustling pile of laundry, which gives a muffled cough.

 

Neanna: Pay no attention to that man beneath the laundry!

Fawkes: Neanna! Who IS that?

Mysterious Voice From The Pile Of Laundry: Enough, Neanna! There's no need to protect me.

 

Captain Grimoire Gringoire, Captain of Fantine's Honor Guard and three-time Fantine municipal chess champion, rises from his hiding place in the laundry, fwooshing his cloak with great drama and pathos.

 

Gringoire: I shall not hide from you, Fawkes Moliere! Your sneaking suspicions are correct -- it is none other than I, Captain Grimoire Gringoire!

Fawkes: Sneaking suspicions?...

Gringoire: Remove that look of amused contempt from your face, Rousseau -- do not besmirch this fair maiden's honor! Tis true that I, Grimoire Gringoire, Captain of the Fantine Honor Guard and three-time Fantine municipal chess champion, have stolen away to this dangerously decrepit hovel, cesspool of filth and disease --

Neanna: Hey!

Gringoire: -- Under cover of darkness, to meet the beautiful, talented and intelligent Neanna Dee. However, her role in these secret meetings was not that of the shameless seductress, but ministering angel of mercy!

Fawkes: What are you trying to say, Captain?

 

Neanna puts her hands on her hips.

 

Neanna: Gringoire, you're laying it on a bit thick.

 

Gringoire glances at Neanna.

 

Gringoire: Too much?

Neanna: Yes.

Gringoire: Sorry.


Gringoire fwooshes his cape with slightly less wild abandon.

 

Gringoire: I'll tone it down. I'm not afraid to tell you the truth, Moliere! The reason I have ventured to Neanna Dee's laboratory is --

 

Gringoire gestures dramatically!

 

Gringoire: To secretly receive treatment for Aisic's Curse!

 
***

I think that one scene sums up Medicine pretty well. Over-the-top, very playful and unabashedly dramatic. In its final form, Medicine was a crazy, speed-freak point-and-click adventure stuffed full of mini-games, side quests, dialogue trees, Commedia Dell'Arte characters and tongue-in-cheek humor. Medicine is definitely one of the most original things I've ever written.

What can I say? I'm tired. I'm pleased. I love Medicine (quirks, flaws and all). And I'm so grateful to the Z2H community for putting me here. The whole playWRITE adventure has been such a crazy whirlwind that I'm still catching my breath.

Top Rated Comment of 2

Tenzil Kem

Fri Aug 15th, 2008 02:45

Honestly, Rebecca, it is we who have been enriched by your barbarian invasion of our site.  I understand the reason that most of you have been quiet here of late - deadlines and all - but I hope...

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Hey all, 
Just wanted to give some words of congratulation and encouragement to all of our NSI playWRITErs who have been toiling non-stop on their designs over these past 2 months or so.
The deadline for design packages was on...
Hey all, 
Just wanted to give some words of congratulation and encouragement to all of our NSI playWRITErs who have been toiling non-stop on their designs over these past 2 months or so.

The deadline for design packages was on August 9th at midnight and i'm hoping every one of your spent your Sunday relaxing.

While the hardest part may be behind you, the most nerve-wracking part is likely ahead. Waiting! :O

As we enter the deliberation portion of the internship phase, we'll be keeping you up-to-date individually on any progress regarding studio decisions etc.

But in the meanwhile, you all deserve serious kudos for making it this far. 

Our fingers are crossed for all you!

 :)

Top Rated Comment of 7

ScriptGrrl08

Mon Aug 11th, 2008 15:44

Thanks, Tristinian! We couldn't have done it without you.

The whole process was amazing. Regardless of the outcome, NSI playWRITE shook up my creative process -- my storytelling skills will...

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Where the hell have I been?  I woke up yesterday in a ditch outside Winnipeg with drool all over me and no recollection of the past two months.

Weird.

Anyhoo, this playWRITE thing seems to be coming to an end.  It's been a...
Where the hell have I been?  I woke up yesterday in a ditch outside Winnipeg with drool all over me and no recollection of the past two months.

Weird.

Anyhoo, this playWRITE thing seems to be coming to an end.  It's been a crazy ride, and I want to thank everyone at Z2H for putting up with this schmuck for as long as they have.  I'm looking forward to showing off my game, but I'm not sure what the regulations are regarding that... might have to break some knees or something.

Oh, who the hell cares.  I've made this "awesome" (sarcasm!) video and put it on youtube:

http://www.youtube.com/watch?v=vDP5S4vCxjs

It's more of a proof of concept than an actual gameplay showcase, but it's there just to kind of get my point across.  I'm ironing out all my amazing spelling mistakes right now for my final pitch, so it's back to the cave with me.  Thanks again for listening, and I'll try to post again soon.  Toodles!

Top Rated Comment of 2

Caley.Gibson

Fri Aug 8th, 2008 18:20

Video ain't processed yet my ass!

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Well. My apologies for not writing more often. Rest assured that there have been many many keystrokes happening...just not on the blog. Definitely on the laptop. My third-person adventure game, Off the Grid, is 99% there. Which...

Well. My apologies for not writing more often. Rest assured that there have been many many keystrokes happening...just not on the blog. Definitely on the laptop.

My third-person adventure game, Off the Grid, is 99% there. Which is why I have a couple of brain cells left to blog. (Thank goodness. I was a little worried the poor grey matter wasn't going to make it.)

It's been a lot of fun and a lot of work to get this wee world off the ground. In this process, my respect for game designers has deepened in a major way.

I don't think I realized just how much mental gymnastics goes into making each and every decision for a game. If only you could see a visual of tossed away words on the floor ... compared to the words that end up on the page. Let's just say you'd be waist-deep in verbs, adjectives, and nouns. Oh. And expletives. Lots and lots of expletives.

Our deadline is Saturday, and I promise I will post more about my game by then. I will also post some truly incredible art (sketches of a couple of characters) by my very talented friend, Luke. I am a writer through and through. But Luke. He's a visual genius.

So, there you go -- more to look forward to as we gallop our way toward the finish line!

Top Rated Comment of 2

mariathedreamer

Thu Aug 7th, 2008 23:23

Looking forward to this!! I can only imagine how much work this has been for all of you.

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...

WEAPONS

 

Personas

When put on, these masks provide powers related to the personality they represent. The power they hold is limited, so they must be recharged when possible.

 

1) Influence

Gives player influence and power over a limited number of minor enemies, which allows the player to pass by them unscathed. Also makes puzzles simplify themselves.

 

2) Rage

Allows player to conjure and fire their ravenous and deadly rage at enemies.

 

3) Invisibility

Makes the player invisible to minor enemies and NPCs.

 


Close combat

 

Ball Point Pen

This compact friend never left Simon's pocket in life and it won't leave his side now. Use it to stab enemies at close range or collect poison to fill its chamber and inject it into foes.

 

Tie

Loosen its grip from Simon's neck and wring it around those of others.

 


Psycho Defences

 

Handgun

It worked when Simon was a kid and it will sure as hell work now. Go ahead, form his hands into a makeshift gun, aim and fire at enemies. They won't know what hit 'em. Imagination is limited though and so is this bloody weapon's ammunition.

 

Shotgun

Just like the one Simon's father kept over the mantle, this angry 12 gauge shotgun can cause massive damage that will stop enemies in their tracks.


Jack in the Box

When its crank is wound, this terrifying toy from Simon's childhood crackles and whines "Pop Goes the Weasel" as a barrage of bullet-like energy hits enemies. If wound long enough, the final note of this box releases a devastating and terrifying blow. However, use it wisely because this effective weapon isn't frugal with ammo.

 

Furious Megaphone

Bark roaring red fury through this megaphone to kill enemies and show Simon's fears who's boss. Each megaphone can only be used a few times.

 

Soul Crusher

Temporarily releases a piece of Simon's soul to painfully rip out the essence of enemies, leaving them as helpless, crawling and pathetic messes.

 

 

Clever Boy Defences

 

Severed Hand 

Releases Simon's hand to grasp the throats of enemies. Like the boggart in Harry Potter, this weapon culminates the enemy's greatest fear right before their mind's eye, which temporarily incapacitates them. This amputating weapon is also aptly the symbol of Simon's greatest fear.

 

The Other Shoe (proximity)

Plants a beautiful flower that attracts enemies and self detonates when anyone draws near.

 

The Other Shoe (remote)

Leave a Mason jar of pretty fireflies and attract enemies to their promising glow. Snap Simon's fingers to detonate the jar when enemies draw near.

 

Telekinesis

When powered up, the player has the ability to move objects in the environment to strategic locations in order to impede, kill or trap enemies.

 

Brainwasher Megaphone

Emits soothing and confident tones that influence enemies to attack their allies for the player. Each megaphone can only be used a few times.

 

 

Evasive Defences

 

Baby Blanket

Basic protector that minimizes damage from enemy attacks.

 

Beetle Scuttle

Releases noisy beetles that fly away from player to draw nearby enemies to another location.

 

Peek a Boo

Just like the game, put Simon's hands over his eyes and watch through his translucent hands as enemies suddenly struggle to see him.

 

Lullaby Megaphone

Emits a soothing lullaby that makes enemies less alert. Each megaphone can only be used a few times.

 

Leeches

Remain unseen to get within close proximity of enemies to drop these slimy creatures on them. The leeches will channel some of their oblivious host's health into Simon's body.

 



ITEMS

 

Health


Baked Beans

Simon's favourite food. Restores health slightly.

 

Big Ol' Fuzzy Heart

Love cures all? Well, it heals Simon significantly, but not necessarily completely.

 


Light

 

Source of light beams from Simon's eyes. Player can choose to turn this light on or off. Keeping it on makes the player more aware of the good and bad things surrounding them, but it also makes those things more aware of them. Turning this light off increases stealth, but decreases awareness of surroundings.

 

Power-ups and Bullets


Power up stations and bullets can be found throughout game. Most weapons are fueled through power-ups since they mainly emit powerful sound, light and energy when they're engaged rather than bullets and fiery explosions.

 

In-Game Artifacts (in Dream HUB)

 

Through exploration and NPC interaction in Dream HUB, player can collect artifacts that are clues to Simon's real life. These items include: journal entries, photos, childhood trinkets, job performance evaluations, adoption papers, love letters, charity receipts, as well as the contents to Simon's pockets, wallet, wardrobe, bedside table, medicine cabinet and refrigerator door.

Top Rated Comment of 2

mandysue

Wed Aug 6th, 2008 00:20

Ewww, true enough though. It also might not be advisable to use the beans while the player is trying to be stealthy. ;)

Thanks!

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Being the good little ex-English major that I am, I am heavily deadline-activated.  So even though us NSI playWRITErs have been given 9 Aug 08 as the deadline for completion of our independent game designs, I am attending a wedding in Vancouver...
Being the good little ex-English major that I am, I am heavily deadline-activated.  So even though us NSI playWRITErs have been given 9 Aug 08 as the deadline for completion of our independent game designs, I am attending a wedding in Vancouver from 5-9 Aug, so that takes care of that.  My deadline, effectively, was today.

To that end, my short module is complete.  Titled 'Ultima Ratio Regum' from the inscription engraved in Louis XIV's cannons, the game sets you, the king's Royal Prosecutor, on the trail of a criminal fomenting rebellion in a sleepy little backwater city-state of Tolevarna.

Dialogue-based (bien sur) and with some juvenile scripting, those of you who own a copy of Neverwinter Nights 1 can download the module and giver 'er a go by clicking here:  www.nihilonaut.com/urr.mod.

Cheers,
Ryan

Top Rated Comment of 2

johaniston

Wed Aug 6th, 2008 16:45

congratulations on the wrap-up ryanenjoy vancouver!james.

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CBC's radio program the Q has recently had 2 really great interviews with game developers Will Wright and Dennis Dyack of Silicon Knights.  It is a pleasure to hear both talk about the role of story in games & the potential that games to...
CBC's radio program the Q has recently had 2 really great interviews with game developers Will Wright and Dennis Dyack of Silicon Knights.  It is a pleasure to hear both talk about the role of story in games & the potential that games to facilitate learning & meaningful experiences.
Will Wright's interview was: June 9
(http://www.mediafly.com/Podcasts/Episodes/Q_The_Podcast_Thursday_June_9_2008)

Dennis Dyack's interview was July 29
(http://www.mediafly.com/Podcasts/Episodes/Q_The_Podcast_Thursday_June_9_2008))

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It's minor celebration time: My module dialog is complete! I finished it at lunchtime today. On the Aurora front, I've got all four of my areas just about finalized, and I'm now in coding mode.

Sorry for being non-participatory for so long....
It's minor celebration time: My module dialog is complete! I finished it at lunchtime today. On the Aurora front, I've got all four of my areas just about finalized, and I'm now in coding mode.

Sorry for being non-participatory for so long. I've just emerged from under a dark cloud of funk, and I don't mean the James-Brown-I-Feel-Good kind of funk. A couple of weekends ago, while on what was supposed to be a long weekend retreat for the hubby and I, a car we borrowed was broken into and my purse and laptop were stolen. Police reports, phone calls to credit card companies, the toxic self-generated ingredients anger and guilt... all fed the little demon called stress into a bloated, gargantuan beast. But I've started sleeping again, and I've just about evicted stress though I'm still awfully twitchy.

How did it affect my project?

Well, it robbed me of several working days, that's for sure. On the plus side... Nah, there's not much of a plus side. I suppose it helped me tap into my cynical, cuttingly witty side. Perhaps, she sardonically notes, this is karmic retribution for writing a module where I gleefully invite my player to join a thieves' guild. In any case, I'm glad to be back on track, and must now put my head down again and work through these last days.

Top Rated Comment of 2

Tenzil Kem

Tue Jul 29th, 2008 02:41

Hey, that sucks.  Fortunately, I have just the thing to cheer you up!  Have you had a peek at Zeros #2 yet?  Go check it out.  You'll feel better in the morning!
Congrats on...

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Theme True happiness comes from within: Gaining self-actualization, a second chance at life and control over one's mind by facing fears, the past and...

Theme

True happiness comes from within: Gaining self-actualization, a second chance at life and control over one's mind by facing fears, the past and seeing who you really are.

 


Game World

The area transitions in this melting dreamworld often seem illogical, but beautiful and eerie in their atmospheric mishmash of settings, emotions or events from Simon's real life. The player can open a door to a morgue tray and then be lead to a stainless steel suburban kitchen. They can complete a fairy tale mission and, in the same evening, enter another mission to descend into the underworld to battle agents of death. Other areas include 70s clean and fun kitsch, trailer park squalor, present day suburbia, ominous hospital hallways, terrifying hell dimensions, dark twisted woods, Victorian abodes, mythological wonders and both fairy tale innocence and horror. These dreamlike transitions may seem illogical in the waking life, but all of them have intentional meaning to Simon's life and psyche. This atmosphere will create a strong and sometimes ineffable emotional reaction in the audience that will immerse them deeper into the game.










Top Rated Comment of 7

Tenzil Kem

Sat Jul 26th, 2008 02:58

Don't forget the rink!

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1) Powerful Player Impact: A game that offers a lot more than the usual hero's journey action/adventure. Appeals to all sides of the player by also offering an involving, character driven experience that will...

1) Powerful Player Impact: A game that offers a lot more than the usual hero's journey action/adventure. Appeals to all sides of the player by also offering an involving, character driven experience that will connect to the audience on a deeper emotional and psychological level than most games.

 

2) Make a man a hero: The player's strategic and moral choices influence Simon's heroic nature, strengths and resolutions. Player picks Simon up and shows him how he can be a hero.

 

3) Strategy Choice: Player chooses the strategy to conquer Simon's fears and bring order to his mind. Choices include stealth, power, ingenuity and mission order. Each choice creates real repercussions, advantages and disadvantages for the player.

 

4) Branching Dialogue Choice: Select wise dialogue choices to gain trust, power and help from other characters.

 

5) Archenemy is the true shadow of Simon: Simon's strengths will be Travis' weaknesses; Simon's weaknesses will be Travis' strengths. This will make for an interesting battle. The player decides the strengths of Simon by their choices throughout the game.

 

6) Explorative and Symbolic Environments: All elements of the game break down to being a representation of the life and psyche of Simon Reve. Player has the added option of exploring and analyzing the world to add clarity to the vague real life details of their intricate character. A secret fourth ending opens up if the player gathers a hearty amount of these details via in game artifacts and clues provided through dialogue interaction.

 

7) Unusual Weapons: Seemingly innocuous items from real life can be killing machines, evasive cloaks or puzzle solving mechanisms, depending on their significance in Simon's psyche. Simon's trusty pen can be a knife or poisonous ink injector; or his baby blanket can be his cloak of invisibility. The availability of certain weapons depends on the player's strategy choices and their selection consistency in the game.

 

8) Widely Appealing: Game's many aspects appeal to all types of players, including adrenaline junkies, puzzle-solvers, explorers, socializers and achievers.

Top Rated Comment of 3

Tenzil Kem

Sat Jul 26th, 2008 02:56

Amanda, if this game turns out half as awesome as you have imagined it . . . . . WOW!!!!

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This "Don't go up the Stairs!" mission is an excellent vertical slice of my overall game concept because it includes all the major components and unique selling points of His Dreams. Among the major hooks is the player's ability to choose their survival strategies and mission order. Each of these choices is followed by meaningful repercussions that empower the player's sense of control. The mission is also rich in creative objectives, various mission solutions, character depth, dialogue interaction, shadow opponents, rewards for wise solutions, an unsettling yet slightly beautiful atmosphere pastiche and many mysterious allusions to Simon's real life which are baked into various aspects of the game. It runs approximately 1-2 hours.

 

Symbolism & Setting

The mission solely takes place in a house with many ghosts and dark secrets. This setting is especially important because houses in dreams usually symbolize the dreamer. The narrow house stands several precarious stories high and digs a few floors deep into the earth. Many of the rooms in the house are symbolically locked with ominous warnings to anyone who dares open them. When a player tries to open a locked door, a scary image will flash and their controller will shake. This image will give them a clue of what lies behind the door, and perhaps give them a taste of how nervous Simon would feel. These locked rooms will often contain some ghost, object or setting that Simon associates with his fears, self-loathing or repressed experiences. As the player begins to unlock these rooms and battle, avoid or outwit what's inside, they are exposed to an unsettling yet captivating hodgepodge of rooms belonging to different periods and events in Simon's life. For example, the player will enter a room directly after a shotgun has gone off inside, only to find they're in Simon's suicidal mother's shabby living room, but only the gun is to be found. Most of the atmosphere and unspoken emotion for this mission are set by these allusions, juxtaposing mysterious rooms and lighting ala David Lynch's Inland Empire.

 

Choices, Control & Dialogue Interaction

When the mission begins, Simon, his domineering boss, Don and best friend Travis are trapped in the haunted house with sociopathic punks chasing them. They must escape by working together to find the front door key. Bad choices will lead to the injury or death of a group member and constantly wanting to be the decision-maker will lead to the group splitting up, which is more dangerous for everyone. However, if the player never insists on being the leader, they will miss out on holding many of the weapons and other items the group finds. The player and Don must share the decision making power for the group. When wanting to decide, the player must use dialogue choices to convince Don to agree to their strategy. The mission establishes this gameplay concept within the first couple minutes. As the group barricades themselves in the kitchen to keep out the punks, a prominent knife is stuck in the cupboard. The player has a few seconds to grab it before Don. If Don gets it first, the player can argue that they should be the leader and therefore hold the group's only weapon. If Don agrees or if the player grabs the knife first, they are the leader for the first decision. Seconds later, the punks are successfully breaking past the barricade. The player must decide between two escapes: the door leading to the foyer or the hole in the kitchen's floor that leads to the cellar. The wise choice is the door to the foyer, which Don will choose if he's the leader. If the player makes the unwise decision to jump blindly into a hole in the floor with no exit strategy, they will have to pay the consequences. A gruesome and violent ogre, who symbolizes Simon's birth father, dwells in the recesses of the house. The player will not be strong enough yet to defeat this creature. The group has no other option but to climb back up to the kitchen. However, since they have no rope yet, they will have to use Travis to boost them up, which leaves him vulnerable to an ogre attack. Now the group has to cater to an injured person. If Travis gets seriously hurt again, he will die.

 

Missions & Strategy

The mission's arc is based on three missions and a final battle that is influenced by the player's choices throughout the mission. The main difference between these missions is the boss at the end. To complete each mission, the player will have to battle one of the punks. Each punk has a weakness that is the strength of one of the strategy choices. These strategy choices are one of the main variables in this overall mission and game. At the beginning of each mission, if the player is the leader, they can choose between searching for keys, searching for weapons or hide and sneaking around the house. Each of these choices and their level of consistency have repercussions.

If the player chooses to hide and sneak (i.e., Stealth) for a mission, they will mainly gain access to rooms by travelling between the tight spaces between walls, vents and other secret passageways. The advantages to this strategy are the player receives the most protective armour and attracts less ghosts and confrontations. However, they will find few weapons, which makes them vulnerable, especially if they are too clumsy and get caught travelling in these mobility stifling spaces. The player also can't explore much or gather as many items because it increases their risk of getting caught. 

If the player chooses to search for weapons to battle their foes (i.e., Psycho) they will mainly gain access to rooms by finding weapons strong enough to break down the doors. This strategy has the advantage of open exploration and more weapons to take on any enemy. However, the violent nature of this strategy attracts more ghosts. The player will also receive the least protective armour items.

If the player chooses to search for keys to the locked rooms (i.e., Clever Boy), they will mainly gain access to rooms by solving puzzles to find keys or items to open the doors. This player can explore freely, get a medium amount of protection and weapons, and attract a medium amount of enemies. However, opening doors by solving puzzles is generally more difficult for the average player than killing or sneaking. Don will often choose this option.

            The consistency in which the player chooses each option also has repercussions. Choosing the same strategy, such as stealth, every time not only indicates the player is most likely not sharing power with Don, but also that they're not accumulating any puzzle solving or attacking skills. This may cause problems when they encounter two of the three bosses. However, the advantage to this strategy is that the player will have the highest level of stealth skills and items possible in the overall mission.

Choosing mission order is another strategic variable because each mission's final boss has a unique weakness that corresponds to one of the strengths of the strategy choices. Dido is blind and will be easier to defeat with stealth; Fido is vicious and can only be defeated with force; and Zippo has a spark of humanity that can be appealed to through conversation manipulation. Also, since the player gathers items from every mission, it's best to leave their weakest mission until the last when they have gained more items for protection.

 

The Ogre & Rewards for Wise Choices

The final variable is the symbolic ogre in the cellar. The player can choose whether to kill, befriend or avoid the ghastly creature. Befriending is the most difficult. It's accomplished through careful dialogue choices and attack restraint. If the player befriends the ogre, he will rescue the group in the final scene and, even more important, the player's rapport with the NPCs in the Dream Hub will increase. This results in NPCs revealing more secrets and giving more items.

 

Final Battles & Proof of Consequence

When each mission is completed, the player receives half of a light bulb that's tinted with a colour corresponding to the strategy they used to complete the mission. (i.e., stealth = blue, psycho = red, clever boy = green). By the end, the player should have a complete light bulb of one colour or a piece of all three, which is the equivalent of a full green light bulb. When all three missions are completed, a large industrial door in the bottom level of the basement opens. Beyond it is a dirty and poorly lit hallway with three doors.  The player plants their light bulb in the socket outside their corresponding locked door and enters. This will be their final battle, which is distinctly lit by the light bulb they just placed.

The predominantly Psycho player's mission will involve getting the front door key out of Fido stomach after he swallows it. Guess how? The predominantly Stealth player will have to quietly maneuver around a slumbering restless psychotic and delusional man dressed in baby's clothing in order to get the key. The predominantly Clever Boy player will have to sort through Simon's toy chest and find the toy that represents one of Simon's biggest fears. For every wrong guess, he will have to battle a slew of ghosts.

 

A Final Test

As the player uses their key in the front door following their final battle, they will be transported to the final locked door in the house, which is the attic. The punks will be there standing in front of a closed and curious stage curtain with their guns drawn. If the player attacks, the punks will kill them before their weapon is even drawn. Fido will announce one of you must volunteer to be killed in ten seconds or all of you die. If the player volunteers, they will be shot and instantly freed from the house, since it's a symbol of Simon. Mission complete. However, if they don't volunteer, at the last second, Travis will (or Don if Travis is dead). The punks will mess with him, but shoot no one. Having had their fun, they run off gleefully laughing behind the curtain. Unless, of course, the player quelled the ogre: in that case he will attack the punks before they can count down from ten.

With nowhere to go and nothing else to do, the player will look behind the curtain and notice the punks have disappeared. There is just a mirror with an eerie reflection of Simon bound and gagged. Once the player touches the reflection, the mission is complete.

 

Rewards

A cut scene from Simon's real life will follow this. It will illustrate the main theme of the "Don't go up the Stairs!" mission, which is Simon's power inadequacies. This scene will illustrate his struggle to have any control over his fourteen year old daughter and the rift that has grown between them since Simon's wife died.

Player also now has a thermal suit when they return to the Dream Hub. They can possibly use it in future missions, unless they've already completed the missions where this suit is helpful. This is an example of a mission reward that helps influence an ideal main mission order.

Top Rated Comment of 6

Ryaz

Wed Jul 23rd, 2008 13:56

A dark, ominous game that rewards players for using their head rather then a rusted crowbar to beat in people's skulls....I'd play it.

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This is a very basic outline of my second "Don't go up the Stairs!" mission. The premise is Simon is trapped in a haunted house with his boss and best friend with three punks pursuing them. For those of you eager to dig deeper into the mission,...
This is a very basic outline of my second "Don't go up the Stairs!" mission. The premise is Simon is trapped in a haunted house with his boss and best friend with three punks pursuing them. For those of you eager to dig deeper into the mission, I'll follow this blog up with a much more fleshed out walkthrough of the mission. I also have an action branching map that I did on Word, but can't figure out how to put it on here without the flow chart getting all messed up. :(



                                Don't go up the Stairs! Outline


- Go through "Don't go up the Stairs!" door in Dream Hub. Player starts with nothing in their inventory. Save Point.

 
- Player is trapped in a haunted, abandoned house with his domineering boss, Don and best friend, Travis. Three sociopathic armed punk kids named Fido, Dido and Zippo are pursuing them.

 
- Player must find a way to survive and escape this house.

 
- The house is symbolic of Simon and can be explored to discover more about him.

 
- Player must find the key to the heavily fortified front door. It seems to be the only exit.

 
- Player finds the key after searching almost all the rooms of the house through three missions, three punk battles and a final battle that corresponds with their strategy strength.

 
- Player can choose whether to use stealth, power or ingenuity as a strategy for each mission. 

 
- Player must also learn to compromise with Don who will also want to decide on the strategy they use to survive. The player will make dialogue choices to convince the group to follow their suggestions.

 
- Player can choose the order of their missions. It's best to be strategic because each mission will be easier for a certain survival strategy.

 
- Player battles ghosts for the most part. The more doors that are opened, the more ghosts there are. More ghosts will appear if the player uses less stealth and more violence.

 
- Player can choose whether to kill, befriend or avoid the gruesome ogre in the cellar. Befriending is most advantageous and difficult.

 
- After completing the three missions, a unique and difficult final battle awaits the player on the other side that will cater to their strategy strength. They will then receive the front door key.

 
- After opening the front door, player is transported to the last locked room in the attic. Fido announces one of you must volunteer to be killed in ten seconds or all of you die.

 
- There are slightly different endings depending on whether the player volunteers and whether they befriended the ogre.

 
- Player now has a thermal suit when they return to the Dream Hub. They can possibly use it in future missions.

Top Rated Comment of 4

Juiceboy

Wed Jul 23rd, 2008 16:50

Do a "PrintScreen", save the image to paint or photoshop or something and save as a gif/jpeg.  That always works for me.

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                                                GAME OUTLINE


- Simon is crushed by a suicidal man who has jumped off a building. As he lies in a coma, transition to Simon's dreamworld.

 
- In Simon's dream hub, interact with representations of people from his life, as well as parts of his psyche that are personified by archetypes.

 
- Discover a dark madman has escaped and is attempting to take control of Simon's mind. You must go on missions to learn more about Simon and confront his fears and ghosts to strengthen his connection to his mind.

 
- Confront and resolve Simon's childhood issues in a mission of fairytales.

 
- Confront and resolve Simon's power inadequacies in a mission of slasher horror.

 
- Confront and resolve Simon's fear of death in a mission ala Orpheus and Euripides.

 
- Confront and resolve Simon's fear of intimacy in a mission of embarrassing sudden nakedness.

 
- Throughout these missions, decide what kind of hero you will be and what methods of coping Simon will use (i.e., stealth, power or ingenuity).

 
- Between these missions, interact with other characters in your mind's hub and explore the area for clues to Simon's life.

 
- Confront the dark madman to discover it is the soul of your best friend and real life foil, Travis. He was the one who committed suicide, inadvertently crushed you and unintentionally possessed your mind. He has gone mad and wants a second chance at life by vanquishing your soul and taking control of your life.

 
- Discover that the four missions you completed were a lesson in your unwise, unhealthy and unrealistic solutions to overcome those fears. You are much more powerful, but not nearly powerful enough.


-Complete the four missions again, except this time with a twist to the story, characters, morals and objectives. The difficulty and challenges will also be taken up a notch.


- Confront Travis in a battle for your life. Choose to kill him, happily merge souls or drain his soul to transcend to a higher level of consciousness beyond waking life, which leaves him trapped in your mind indefinitely.



Sorry for the slew of material (there's actually some more to come). I leave for a visit home to PEI on Friday and would like to get a lot of my material up here beforehand for your feedback, perusal and/or thumbs up or down. Hope you're enjoying!

~Amanda

Top Rated Comment of 4

Tenzil Kem

Wed Jul 23rd, 2008 02:51

Loving it actually, Amanda!  Can't wait to see more!  Enjoy your home time on Spud Island!

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- Player begins in Dream Hub. This area contains a main circular room with doorways leading to the four main missions and a giant door leading to your archenemy, Travis....

- Player begins in Dream Hub. This area contains a main circular room with doorways leading to the four main missions and a giant door leading to your archenemy, Travis.

 
- The player accesses this large door by completing each mission once.

 
- The hub also has archetypal and real life characters for branching dialogue interaction. People from Simon's life stand by the doors and provide hints to the missions behind them. The archetypes provide hints to Simon's psyche and what he needs in life. Manipulating and earning the trust of these NPCs will earn more items and back story clues for the player.

 
- The player's actions in the missions will occasionally influence their reputation with the NPCs in the hub.

 
- Finally, the hub contains synaptic hallways for optional exploration of clues to Simon's real life. The contents of these halls will change as the game progresses.

 
- The player can decide their mission order, but should pay attention to the clues of the hub characters to figure out the ideal and easiest mission order.

 
- The player battles Travis twice: once at the mid point and again at the end.

 
- They will not fully succeed at the midpoint and will need to further strengthen their connection to their mind by doing the four missions again.

 
- For the second time around, the missions' story line and objectives are different, challenges are harder and morals are greyer.

 
- Now they should be strong enough to battle their main adversary.



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