The basic story for my game is about a bat like creature named Ronin (early name), who wakes up on the side of a cliff having no memory of who he is, what species he is, or how he ended up in that situation. I hope to create a very likable character that the player can sympathize with to make the game a better playing experience. I want the beginning to have the same feel as 28 Days Later's beginning scene when the main character is completely in the dark about whats happened as he wonders through London.
After the character wakes up at the beginning of the game the player will follow Ronin on his journey across the world meeting many different species and performing missions for characters in exchange for information on who he is. One of these characters that Ronin will meet is a character named the Oracle who is a weird hermit who lives in the wilderness and can tell peoples fortunes with his nose, this character is very mysterious and very likable but not much background information will be given to the player which will add more intrigue to the character. The Oracle might be a secret playable character after the main story completion. From doing tasks and meeting other weird species Ronin will gradually find out what species he is and why he woke up half dead with Amnesia.
The game will be a platform/adventure game with elements of stealth mixed in, Ronin will have the ability to stealth past any enemy, so if the player wants to be sneaky or go massacre everyone they can. One concept that hasn't been done to a great extent in any games which will be the main game play point is that the player has the choice whether to kill or spare anyone in the game even enemies. If the character approaches an enemy without alerting that enemy the player will have a choice whether to knock out or kill that enemy. The more characters that the player kills will give the character a larger chance of something bad happening to him later in the game and maybe having Ronin die at the end of the story. If the character is likeable to the player and the player can sympathize with him it might encourage the player to do good in the game to save the character.
Subscribe to:
Post Comments (Atom)

No comments:
Post a Comment