Game Design Template(2)

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G.T.F.O
Wilyem L. Cain

Table of Contents (remember to right-click and UPDATE TABLE when finished editing)
Introduction ...............................................................................................................1
Design History............................................................................................................................................................1 Vision Statement .......................................................................................................................................................2 Logline............................................................................................................................................................................... 2 Synopsis ............................................................................................................................................................................ 2 Game Description .....................................................................................................................................................2

Formal Elements .........................................................................................................3
Objectives.....................................................................................................................................................................3 Gameplay Description.............................................................................................................................................4 Tutorial ............................................................................................................................................................................. 4 Character Selection ..................................................................................... Error! Bookmark not defined. Conflict/Argument ...................................................................................................................................................... 4 Challenge/Procedures ............................................................................................................................................... 5 Outcomes.......................................................................................................................................................................... 5

Dramatic Elements......................................................................................................6
Game World ................................................................................................................................................................6 Characters ....................................................................................................................................................................6 PCs ....................................................................................................................................................................................... 6 NPCs ................................................................................................................................................................................... 6 Story ...............................................................................................................................................................................6

Implementation ............................................................... Error! Bookmark not defined. Reflection ...................................................................................................................7
Dissoi Logoi .................................................................................................................................................................7 Composition ................................................................................................................................................................7

Introduction
Design History
For this game, I am basing it off of older sim city video games I played when I was younger. The main goal of the game was that you were the mayor of a town and you were put in charge of building houses, hotels, etc. The better you did the more money you made. The worse you did, the town would go bankrupt. To differ from Sim City, I am basing my game around the idea of gentrification. Gentrification is the

process where older, run down, parts of the city are remodeled to look better and invite people to move in and pay taxes.

Vision Statement
Logline  G.T.F.O is a virtual city simulator where the player created to show the positive and negative effects of gentrification on everyday people lives by having them remodel and improve downtrodden parts of a city and deal with the people who live in said parts. Synopsis G.T.F.O is a virtual city simulator where the player is put in charge of remodeling downtrodden areas of the city into more appealing areas, enticing people to move in. The argument that I am trying to make in this game is to show player how people who can no longer afford to live in their homes due to high property taxes are forced to move into poorer areas for higher prices, experiencing unfair stereotypes and racism due to their race or class. The game is made for everyone to play being a simple point and click virtual city simulator with upgrade options and different ways of playing.

Game Description
The basic mechanics of G.T.F.O are simple yet complex. The player with be a county manager tasked with improving desolate neighborhoods in the game. To do this, the player will be given options on how they want to change the neighborhood; do they want to add simple measures to improve the neighborhood, such as parks and community areas? Low income pieces that have a high community appeal. Or do they want to add big business, such as Starbucks and Books-A-Million? Stores that have the potential for high profit, but can cause the neighborhood to become congested and property values to rise. Each choice will make the city money, allowing the player to renovate vacant buildings, turning them into new houses or clearing the land for business and parks. The player can also afford to create grants to fund the improvement of houses that have people living in them, increasing their outside appeal and drawing in more visitors who may become potential members of the neighborhood. The player also must deal with the people who live in the community, which can range from local gang members, Mexican, Gays, AfricanAmericans, etc. Each member have a potential pro or con they can bring to the neighborhood, for example, the Mexicans can move into the neighborhood and began to remodel their home without you giving them a grant, or they can lie to you and move 20 of their family into the house, dramatically dropping the property value and eventually affecting the neighborhood. It is up to the player to carefully judge each new member of the neighborhood to see if they are a good ‘fit’. If they are, they have a chance to attract new members, if they aren’t they may cause their neighbors to move out, leaving behind an empty house that nobody wants to move in. After 10 years of game time go buy, the player will report to their boss, and receive their results, doing well and getting a lot of money they’ll get a promotion,

granting new ideas for the next community they rebuild. If they do badly, losing more money than they made, they are chewed out and told to return to the neighborhood to make money. The artistic style of the game will began as dark and dreay, playing upon the beginning state of the neighborhood. As the player renovates and improves it the neighborhood begins to lighten and more characters will began to walk around the neighborhood. The more the neighborhood improves; more people of different cultures will show to move in, creating a rainbow of cultures. If the neighborhood improves too much, the property value skyrocketing, attracting rich people to move in, the neighborhood will become squeaky, clean, white folks with the poorer minorities being forced to move out. If the neighborhood becomes too poor and unsafe, the neighborhood will become very dark, with crime, pollution, and mainly poor minorities walking down the street.

Formal Elements
Objectives
The games can be broken down into three paths Heaven, Hell, and Purgatroy. Heaven: To get the Heaven community, the player must do the following: Encourage high priced business to move into the community. Encourage poor people to move out. Force the poor people to move out. Reject a specific number of minorities from moving in. Create a gated community. This will lead to the community becoming: Super rich Very clean Little to no minorities High price stores Gated community To get Hell, the player must: Allow the majority of business and homes in the community to get ransacked by gang members. Decrease the amount of cops in the area. Allow more negative minorities traits (overcrowed houses, drug dealers, etc) into the community. This will lead to the community becoming: Crime ridden. Drug packed. Very violent. Terrified homeowners

Empty houses. To get Purgatory: Encourage a heathy balance of new business as well as community recreational facilities. Allow a mix of minorities to reside in the community. Keep the property tax from becoming to high. Encourage the revitalization of old property instead of tearing it down. Encourage the police to patrol the area, but do not make it a gated community. This result in: A rainbow community. Happy people of different classes. Safer neighborhoods without closing the neighborhood. Moderate property tax. Healthy flow of people wanting to visit of move into the neighborhood.

Gameplay Description
Basically the game starts with the mayor designating you as city manager. You are given 10,000 dollars to improve a community, with extra money coming in from taxes, in five years. You are then able to go through the tutorial with M.F who explains how to buy land and build stores for companies to move in. The first set of stores will cost 1,000 and go up as time goes by and the store improve. You have the option to invest more money in stores to upgrade them, and you can buy land to clear for houses or business. The second part revolves around the people. Everybody has a pro or con to bring into the community, but the player must interview them and find tell-tell sign of they will do. If done right, the people will bring value to the community by improving their homes. If not, the home value will drop. Tutorial The tutorial of the game will consist of a npc that will look like Morgan Freeman in a white suit, and he will guide the player through the ins and out of remodeling the city and how each action will affect the community. As the community begin to lighten or darker, he will guide the player on what they could do next or how their actions may turn out. Conflict/Argument Inside the game, the player is in conflict with certain npc and resources. They must take into account the money they bring in, because if they fail to make enough money to justify their choices they will not be promoted by the mayor. They also must be careful of the people in their neighborhood and the people coming in. Their will be people who will resist the improvement of their neighborhoods, vandalizing new business and threatening the player. The npc who also move into to the

neighborhood must also be watched. For example, if a gay man moves into the neighborhood, he may cause no problems by himself, but some of the more intolerant people may attack him and his property. If the player does not stop this, he will move and spread the news of his attacks to the gay community, limiting the amount of gays and gay supporters who may move into the neighborhood. This will be brought to the mayor and reflecting badly on the player chances for promotion. The external argument I want to bring into the game is morals vs economically. I want the players to watch how their decisions affect not only the structure of the neighborhood as well as the people that live inside of them. I want the player to choose between adding a Starbucks, which will increase the property tax by 8%, forcing the nice old lady who had done nothing wrong out of her ancestral home guaranteeing the players promotion at the end of the game that will grant them new stuff, or taking that land and making it into a park for the people in the community, giving the people of the community a nice positive place to hang, but may cost the employee his promotion. Challenge/Procedures The challenge of the game is similar to most city simulators. In ten years, the player must improve their community to get a promotion and rebuild their next community. They have a set amount of funds, which their funds being refilled by taxes from the community. There is also the fact of the community people and how to protect them. If the people feel threaten they may respond with violence or leave, decreasing the value of your community. The game is active all the time, meaning that new problems will persist at different times meaning the player must designate money to fund services such as the police and the firefighters. By doing well, the people of the community will be more interested in improving their town and if not they will move. Outcomes The outcomes come in three parts. There is the heaven community, which lack minorities but is bright, clean, and a heavy income source for the city. There is the hell community which is basically all minorities filled with drugs, crime, and violence. This area is basically forgotten by the city or the player can try and improve it. Then there is purgatory, a middle ground between the two communities. While this may be the most morally appealing choice, it is also the hardest one to get to. There is also the promotion, if the player does well, the mayor will give them access to new land or items to rebuild the community. Or they can fail to get a promotion due to the complete failure of their community or that it took too much money and you have to try again from the beginning of the game.

Dramatic Elements
Game World
My game is based on the actual process of gentrification. In real life, counties in America invest money into downtrodden areas of the city to improve them. They add new stores, renovate vacant lots, and sell houses to people they believe will improve them, like artist, gays, etc. While this can dramatically improve the value of the neighborhood, it can also raise the price of living in these areas dramatically, meaning that the poorer people who live in these areas are forced to move out. They are then forced to move out and into poorer areas for higher prices. This leads to the creation of new ghettos with high crime rates. My game follows the same story about gentrification. The player will actively create worlds where people can live happily or live in fear. They can create ghettos (hell) or they can create gated communities (heaven) or they can find the middle ground (purgatory). The player will also be able to manage multiple communities as they progress, allowing them to see the comparison between communities and also watch how the characters are forced into worse society by the player choices if that was the case.

Characters
PCs The PC will be a silent type, who will sit back and listen to the advice and complaints of his community and use their advice to act. NPCs The NPC’s will share characteristics of people from America ranging from high-class individuals to low-class individuals. As the community changes, the communities will follow. The poorer the community the less diversity you will see, focusing on mainly blacks and Latinos. The richer the community, the game will show majority white, rich, people. Some of the notable characters are: M.F: The guide for the game and undesignated advisor for the player. The Mayor: The boss of the player, he is the one to give the player their promotion.

Story
The story will not be a huge factor in the game. The main driving force in the game will be the moral or economical choice the character makes. There will be characters that guide you throughout the game, The Mayor and M.F, who will advise the player actions and bring npc to the player to explain problems or ideas to the player.

Reflection
Dissoi Logoi
The main focus for the choices in my game is moral and economical. The player will choose between the two in their actions and how they want the community to change. There is also the factor of how stereotypes affect how people are able to or unable to move into homes. There is the stereotype that black people will destroy their homes, Latinos will have twenty people living in one house, etc. I want this game to highlight how some people are given houses and so the absurdity of these stereotypes and how hard some people will actually act in their homes. When it comes to gentrification, my game will invoke two different reactions in people. There are those who believe that gentrification will improve neighborhoods making them a better place to live and removing those who cause problems. There is also the fact that the people who move are not necessarily bad people, they just have limited resources and can’t afford to stay in their homes. I personally believe that you should not force someone out of their home for monetary purposes, and that is what gentrification does. It kicks people out because they can’t afford to stay in their homes that they lived in for year. Yet, do you really want people living in unsuitable areas. For example, there was a town in South Carolina that was a horrible place to live. It was heavily underfunded, so much that it did not have an actual sewer system. The county asked the government to provide them with money to improve that town. That is a strong positive of gentrification, it provides towns, neighborhoods, and communities with the funds needed to improve them. My game will allow the player to choose how to do this, do they want to create a heaven society, which is nice and clean, by forcing the poor out into the ghettos aka hell?

Composition
The game design differs from other composition because there is an actual person making choices that is affecting a world. To me, it is far more interesting and encourages people to see how they would act in certain situations. There is also the fact that with games such as this, you can actually see the severity of these situation in a constrained, area.

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