Title
of the Game:
Novas Vos
CONCEPT
Story Summary:
A
spaceship lands on a foreign planet, and a human figure steps out.
Her main mission is to find life. Nova explores the planet and after
no success finally finds the last surviving life form: a large
crocodile-like creature, Lux . At the same time a large machine roams
the planet at night. Nova has to find a way to destroy the machine
and decides to protect Lux. Nova has to travel to 2 temples on Mortem
in order to destroy NOX. After completing the 2nd temple
she finds out that she is a robot that has been sent to Mortem from
earth to seek out life and to destroy NOX , so that humans can
inhabit the planet. Nova empathizes with NOX, and re-purposes it:
restore life. Nova decides to stay with NOX and Lux on the planet
that Nova gave a new name to: Vita.
Logline
A
robot lands on a planet to find life, but discovers hidden secrets.
Justification
Novas
Vos challenges the idea of what makes us human by showing that Nova
has more humanity than mankind even though she is a robot.
GAME
PILLARS
Aesthetics:
The
game's art 2D, stylized. The art style of Novas Vos is cell-shaded
and abstract: Nova has limited amount of colors (cold) while the
Creature and the Environments have vibrant colors with a little more detail, which makes Nova stand out.
The Tropical Continent is made of waterfalls, water trees, grass, lakes
and has coral-like features.
The
ice continent is made of spikes, ice caves and ice mountains. At
night, some of the ice lights up with bright blue colors.
This emphasizes the emptiness of life on Genesis which presents an atmosphere of unsettling loneliness.
Genre
(Story):
Sci
Fi, Fantasy
Genre
(Game):
Adventure,
Art game, puzzle
Justification:
The
genre Sci Fi and Fantasy are associated with futuristic, alternate
worlds/planets which fits into my story as the focus of the story is
mainly the environment of the planet. The environment plays a big
part of the story as it continuously shows the player one of the main
theme of the story, loneliness.
Adventure
is the exploration part of the game (the planet). The genre Art Game
fits in with the story as the game's message is strong: that mankind
is losing touch of what makes us humans.
Puzzle
is part of the puzzle-solving aspect of the game (in the temples).
Gameplay
style:
side-scroller
2D, exploration, platforming and puzzle solving.
Justification:
The
side scroller view is quite far away, which fits with my story, as
the view is intended to make the player feel small on the vast
planet, and to give a sense that the environment is almost more
important than the characters.
Exploration
part of the game gives the player a sense of excitement to explore a
new planet but also a sense of loneliness as the planet is lifeless.
Puzzle
solving emphasizes the theme of the game: what makes us human.
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 story-line through exploration and puzzle solving. The
game-play varies from 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.
The
puzzles involve Nova and Lux to work together. The temples are dark,
so Lux is the only light source, the player has to navigate through
the temple telling Lux where to stand in order to see where to go
next. The puzzles involve the player proving they are human through
physical tasks such as lifting objects/pushing, and finding ways to
climb up certain areas.
The
player is motivated and driven through the game by exploration and
solving puzzles.
Main
Character:
Name: Nova
Age: 1
Nova is white with a
saturated colour highlighting certain aspects of her design. She
wears a helmet through the first half of the game, she takes it off
when she finds out she is a robot. 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, Genesis 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.
Near the end of the
game, Nova finds out that she is a robot, due to her AI she thought
she was an organic life-form.
Setting:
The
Planet “Mortem” is small: there are only two main continents: one
is tropical and the other is ice. The days/nights on the planet pass
quicker as the planet's circulation is faster than earth's. The colors of both the Ice continent and the tropical one are vibrant/saturated colors. The tropical continent has warm colors (red, pink, green, yellow) while the ice continent has cold colors (white, blue, turquoise, purple) which contrasts the two.
On
each continent is a temple. One of them is in the tropical continent,
which was created by the engineers and shows off their personality
through its environment: puddles, rusty material and corals growing
inside.
The
Temple on the ice continent is frozen. The inside reflect the
scientist's personality: frozen, cold, white and futuristic.
The
puzzles in the Tropical Temple reflect how the engineers think humans
work while the puzzles in the Ice Temple reflect how the scientists
think humans work.
The
ice continent is at the bottom of the planet and the Tropical continent is on the top. One side being hotter (rain forest, swamps).
The temple is located between the hottest part of the planet and the
warm part.
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 more character development
takes place, making the game's story a mix between Shadow of the
Colossus and Journey.
Back
of the Box Statements:
Explore
a planet full of rich and beautiful environments, and take on the
tasks to find life and destroy a mysterious machine that roams the
planet. Experience an unforgettable journey through exploration of
the planet. Solve challenging puzzles to reveal the truth.
Target
Demographics:
Aging
Gamers, Young Adults, mid-core gamers, Aged between 13-30
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 the development of the character and her
relationship to the creature and the backstory of the planet. All of
this is shown through the game, there are interactive cut-scenes as
the backstory of the planet is up to the player to find out. The younger
gamers would enjoy playing the game through the mechanics while the aging gamers are both interested in the game mechanics and the story
aspect of the game. The micro-narrative of the backstory would make the player play the game again to find all the clues to find out what happened to the planet.
DEVELOPMENT
Possible
Areas for Narrative Design:
The
Key area of narrative design which should be focused on for the
development of this game is: Diegesis and supporting character. The
diegesis narrative is about the environment showing the theme of the game: loneliness and hinting at what happened to the planet, while
the character narrative is more about Nova finding out she is a
robot.
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