MACHINE MOODBOARD
CREATURE MOODBOARD
PLANET MOODBOARD
CAMERA POV/GAMEPLAY
I like the animation style of Journey and its Art: the characters are simplified but the environments are rich and full of detail. I like the focus of the world rather than the character.
SIZE COMPARISON
In Shadow of the Colossus, the size between the Colossus and the protagonist are similar to the Sizes for Nova and Nox. I also think Nox's movement would be slow but steady.
ONE PAGE PITCH
Title
of the Game:
Novas VosCONCEPT
Story Summary:
Earth
has become overpopulated and mankind seek out a new planet to
inhabit: Genesis, but it's
inhabited with wildlife. Scientists and Engineers are sent to Genesis
to create a Machine that will wipe out half of the wildlife on the
planet: Nox. Nox malfunctions and kills all life form on the planet
except for one creature.
Mankind
create a robot to be sent to Genesis to seek out life, but it fails.
Mankind continues to create more upgraded models, but to no success.
The
player controls the first model equipped with artificial intelligence:
Nova.
Nova has to explore the planet and find the last creature left on
Genesis and protect it. On Genesis, are the 3 temples the scientists
created to make Nox, Nova travels to each one to solve their puzzles
and destroy Nox. Nova then decides to stay on the planet and restore
life.
Logline
A
robot lands on a planet to find life, but discovers hidden secrets.
Justification
Novas
Vos is more about the mood/atmosphere the player experiences while
playing it. The sense of mystery keeps the player moving forward.
Novas Vos has a strong message behind it and the focus of gameplay
makes it interesting to play.
GAME
PILLARS
Aesthetics:
The
Art style of Novas Vos is similar to “Journey”, it has quite an
abstract side to it; the characters are simplified with minimum
detail, making them more recognizable while the environment has more
detail and depth.
The
animation style is fluid
Genre
(Story):
Sci
Fi, Fantasy
Genre
(Game):
Adventure,
Art game
Justification:
Novas
Vos is more about the mood/atmosphere the player experiences while
playing it. The sense of mystery keeps the player moving forward.
Novas Vos has a strong message behind it and the focus of gameplay
makes it interesting to play.
Gameplay
style:
3rd
person exploration and puzzle solving.
Justification:
The
3rd
person view would be slightly further away from the character as the
player can take in the environment/planet more and would be easier
for the puzzle solving aspect of the game, as the environment plays a
big part of the story.
Platform:
PS4
Justification:
Novas
Vos would be for Playstation 4, as I think the Playstation
platforms have been more experimental with their games; Journey,
Flower and Little Big planet. All of these are very different from
the “main-stream” games. I think Sony has a good reputation and
would be good for my design of a game.
Player
Goals:
The
player takes role of Nova. The players are trying to achieve tasks in
a linear storyline through exploration and puzzle solving. The
gamplay varies from open world exploration (the planet) and puzzle
solving (the temples). By completing each temple the player receives
new abilities which they can use in order to finish the next temple.
Main
Character:
Name: Nova
Age: 1
Nova
is white with a saturated colour highlighting certain aspects of her
design. She wears a helmet, but two bright blue eyes shine through
the helmet. Her design is slender, and her most distinguishing
feature is her helmet.
Background: Nova
is the first Robot to be designed with artifical intelligence and is
sent to the planet to find life. She wakes up as she arrives on the
planet.
Nova's main mission is
to find life and to find a way to destroy the machine.
Nova discovers the only
life form on the planet and befriends it, creating a strong bond
between the two characters.
Nova is intelligent,
and follows orders until her morality is questioned when she finds
out that the planet's inhabitants had been wiped out by the humans
she was created by. Nova is curious, strict and stern. She always
wants things to go her way and gets angry if they don't, however as
the player progresses through the game, Nova becomes more care-free
and learns that not everything she is told is true.
The biggest challenge
Nova faces is learning to follow her own “orders”, and making her
own decisions.
Setting:
The
Setting of Novas Vos is a Planet, where all of its wildlife has been
wiped out.
The
colors of the planet “Genesis” is vibrant and saturated. It
circulates the moon and sun faster, causing the days to be very
short. On the planet, there are 3 main “temples” in which the
engineers and scientists lived while they created the machine. The
temples have long square-like features and have puzzles inside which
the player has to figure out in order to progress in the game. The
puzzles were created so that the “Machine” could not enter. All
of the puzzles are created so that only “humans” can figure them
out.
As
the planet is so small it only has 3 different Geological Features:
one is a Forest, a Desert and Tropical area. In each of these is one
temple, and is designed similar to its Environment.
MARKETING
Games
for comparison:
Shadow
of the Colossus, Journey
Point
of Differenece:
In
Novas Vos the player has control of the character from the start,
with no real knowledge of why they are on this planet; except for one
goal: find life from, similar to how Journey starts. But as the game
progresses more questions are answered and moe character development
takes place, making the game's story a mix between Shadow of the
Colossus and Journey.
Back
of the Box Statements:
Experience
an unforgettable journey into an abandoned planet, filled with
secrets to reveal.... a story about companionship and finding your
own path.
Target
Demographics:
Aging
Gamers, Young Adults, mid-core gamers
Appeal:
Novas
Vos is more about what the player experiences through the game, and
its theme is more mature, appealing more to young adults and aging
gamers. There is only the development of the character and her
relationship to the creature but the how and the why of the backstory
is up to the player to figure out as micro-narratives are scattered throughout the game, making it both appealing for young adults who
just want to play the game and for aging gamers who want to venture
deeper into the narrative of the game.
DEVELOPMENT
Possible
Areas for Narrative Design:
The
Key areas of narrative design which should be focused on for the
development of this game are: Character and micro-narrative. The main
storyline is about the relationship between the protagonist and their
sidekick, and the micro-narrative is the backstory of the planet.
STORY/GAMEPLAY IN DETAIL
START:
A
spaceship lands on a vibrant planet, a female figure steps out of the
Spaceship and looks at her wrist where her main mission is displayed:
Find life. The player then takes control of Nova, and searches the
planet to find life. Once the player figures out the controls (jump,
walk, run, hover boost) and explores the planet for a bit, strange
shadow figures start to appear that run away when the player comes
near them. The shadows always run towards a specific/same direction.
The player then can choose to follow where the run or to continue to
explore the planet. If the player chooses to follow the shadows, they
lead them to a cave-like structure where they find the only life-form
on the planet. A cut-scene takes place where the creature is
aggressive towards Nova, but night strikes and the creature quickly
goes back into its cave. The player hears loud stomps and sees two
bright spotlights in the distance. Nova looks towards the cave
hesitantly but joins the creature inside the cave. Inside, Nova's wrist lights up and shows new words glowing on it: destroy Nox. The
cut-scene ends and the player ventures deeper into the cave, with
their only light: the wrist light. The creature follows the player
hesitantly, keeping their distance. If the player turns and goes
towards the creature, it becomes aggressive and hisses. This way the
player can't go back out the other way of the cave as the creature
blocks it and is forced to go deeper into the darkness. The inside of
the cave starts to become more mankind-structured: white clean, with
strange scribblings on it: “we are trapped”, “error”, “My
name is Henrick, my name is Henrick...”.
When
the player reaches the end of the cave, they find a large white door.
-insert cool puzzle here-
The
player enters a large facility-like structure. There are stairs that
lead up to the 2nd floor, but th eplayer has to figure out
how to get up there. The player always has to ensure that nothing
happens to the creature. Most of the puzzles invole Nova and the
creature working together.
Once
the player reaches the 2nd Floor, the next set of puzzles
are more riddles that can only be solved by “humans”.
When
the player reaches the 3rd level, they discover that in
order to destroy Nox they have to find the other 2 temples scattered
on the planet and complete them. Once they are completed, the temple
tumble and the player has to quickly escape them by riding on the
creature.
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