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GameInvest Dr. Wise Game Design Document Confidential Page 1 5/15/2014 Dr. Wise Game Design Document Date 02/10/2009 Version 0.98 Replaces Version 0.97 Document State Under development Author(s) Francisco Furtado Miguel Rafael
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GameInvest Dr. Wise Game Design Document

Confidential Page 1 5/15/2014

Dr. Wise Game Design Document

Date 02/10/2009

Version 0.98

Replaces Version 0.97

Document State Under development

Author(s)

Francisco Furtado Miguel Rafael

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Prepared by:

Name Function Francisco Furtado Game Design

Miguel Rafael Story and Scripts

Mark Magdamit Matt Rodgers Nélio Codices Mariana Cardoso

Document Revision

Change log:

Version Date Author Description

0.90 07/05/2009 Francisco Furtado

Document creation and update. Content organization and creation. Preface, Concept and Game progression and flow chapters added.

0.91 13/05/2009 Francisco Furtado Mechanics chapter added.

0.92 22/05/2009 Francisco Furtado All the remaining chapters added.

0.93 29/05/2009 Francisco Furtado

Full reorganization of the GDD’s information structure. Optimization of information amount started.

0.94 01/06/2009 Francisco Furtado All the remaining chapters completed. First complete version of the GDD.

0.95 01/06/2009 Nélio Codices Document Revision. Minor updates.

0.96 15/06/2009 Francisco Furtado

Updates pertaining to the official document v0.95 revision by the production team.

0.97 22/06/2009 Nélio Codices Document Revision. Minor updates.

0.98 02/10/2009 Francisco Furtado

Updated Hospital Lobby; Locker and Case file folder merged into Medical Log; Feats, rewards and awards distilled into Wise Badges; added Level Select Display; updated Hidden Objects; updated Mastermind mini-game; updated Time Management mini-game; in Game Flow: added “TV Studio” level and removed “Staircase” level.

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TABLE OF CONTENTS

1 PREFACE ........................................................................................................................................... 5

1.1 GAME OVERVIEW .......................................................................................................................... 51.2 TARGET AUDIENCE ....................................................................................................................... 51.3 PLAY CONCEPT ............................................................................................................................. 5

2 STORY ................................................................................................................................................ 6

2.1 CASE 1 - THE TEACHER’S PET ....................................................................................................... 62.2 CASE 2 - MISSING A SCREW ........................................................................................................... 62.3 CASE 3 - MATTERS OF THE HEART ................................................................................................ 7

3 GAME MECHANICS ........................................................................................................................ 7

3.1 THE HOSPITAL LOBBY ................................................................................................................... 83.1.1 Hospital lobby interface (main menu) .................................................................................. 83.1.2 Generic dialog window ......................................................................................................... 93.1.3 The Medical Log ................................................................................................................... 9

3.1.3.1 Wise badges .................................................................................................................................. 103.2 LEVEL SELECT DISPLAY .............................................................................................................. 113.3 HIDDEN OBJECTS ........................................................................................................................ 11

3.3.1 Hidden Objects game interface .......................................................................................... 123.3.2 Items ................................................................................................................................... 14

3.3.2.1 Regular Items ................................................................................................................................ 143.3.2.2 Key items ...................................................................................................................................... 14

3.3.2.2.1 Clue tokens .............................................................................................................................. 143.3.3 Investigation tools ............................................................................................................... 15

3.3.3.1 Search light .................................................................................................................................... 153.3.3.2 Magnifier ....................................................................................................................................... 163.3.3.3 Sampler ......................................................................................................................................... 173.3.3.4 Toxicometer .................................................................................................................................. 18

3.3.4 Relaxed Mode vs. Timed Mode ........................................................................................... 193.4 MASTERMIND MINI-GAME ........................................................................................................... 19

3.4.1 Mastermind mini-game interface ........................................................................................ 213.4.2 Relaxed Mode vs. Timed Mode ........................................................................................... 22

3.5 TIME MANAGEMENT MINI-GAME ................................................................................................. 223.5.1 Time management mini-game interface .............................................................................. 233.5.2 Instruments ......................................................................................................................... 243.5.3 Devices ............................................................................................................................... 253.5.4 Relaxed Mode vs. Timed Mode ........................................................................................... 26

3.6 CUT SCENES ................................................................................................................................ 263.6.1 Major cut scenes ................................................................................................................. 263.6.2 Lobby cut scenes ................................................................................................................. 27

4 GAME FLOW .................................................................................................................................. 28

4.1 GAME INTRO ............................................................................................................................... 294.2 CASE 1 - THE TEACHER’S PET ..................................................................................................... 29

Case 1 - Tutorial chapter ................................................................................................................... 29Major cut scene .................................................................................................................................. 29Lobby cut scene .................................................................................................................................. 30

4.3 CASE 2 - MISSING A SCREW ......................................................................................................... 30Case 2 - chapter I ............................................................................................................................... 30Major cut scene .................................................................................................................................. 31Lobby cut scene 1 ............................................................................................................................... 32Case 2 - chapter II .............................................................................................................................. 33Lobby cut scene 2 ............................................................................................................................... 35

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4.4 CASE 3 - MATTERS OF THE HEART .............................................................................................. 35Case 3 - chapter I ............................................................................................................................... 35Major cut scene .................................................................................................................................. 36Lobby cut scene 1 ............................................................................................................................... 37Case 3 - chapter II .............................................................................................................................. 38Lobby cut scene 2 ............................................................................................................................... 39Case 3 - chapter III ............................................................................................................................. 39Final major cut scene ......................................................................................................................... 41Final lobby cut scene .......................................................................................................................... 41

5 GLOSSARY ...................................................................................................................................... 41

6 REFERENCES ................................................................................................................................. 41

7 DOCUMENT SUPPORT INFORMATION .................................................................................. 42

7.1 DOCUMENT LAYOUT ................................................................................................................... 427.2 SUPPORT ITEMS LIST .................................................................................................................... 42

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1 Preface

This document is the main reference for Dr. Wise’s game design. It’s intended to be used by the publishing and development teams involved as the common ground on which to register what the game is at all times during production. Game platform, concept, feature set, implementation, all mechanics, story and background, game progression and flow, as well as any other helpful input on the general game description, can be found herein.

1.1 Game Overview Dr. Wise is a PC downloadable Hidden Object game, complemented by a couple of mini-games to spice up the experience. It is completely genre-driven, and stays within the tried and tested game play boundaries of the many Hidden Objects hit titles currently in the market, adding but a few mechanics’ twists. However, a compelling storyline which transports players to a Dr. House inspired ambience, filled with strong characters, interesting relations, intrigue and love interests, will be brought to the table. Dr. Wise is intended to engage the audience as a game which can be played because it’s fun, but also because it tells a story which is enjoyable to follow. It is meant to create a strong franchise which can be thoroughly explored in future episodes.

1.2 Target Audience Dr. Wise is aimed at a casual audience (known to enjoy Hidden Object games since before casual games were even called casual), which is TV friendly and knowledgeable in terms of recent series and movies, and between 35 to 50 years old of both genders.

1.3 Play Concept Dr. Wise features three different moments of play throughout:

- Hidden Object: the investigation stage of the game. - Mastermind mini-game: the diagnosis stage of the game. - Time Management mini-game: the treatment stage of the game.

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2 Story

In Dr. Wise, you will choose to play the game as a male or a female character. The chain of events which comprise the narrative is linear. Regardless of what character you choose, what follows such choice in terms of story remains the same. The only difference will be the way in which the different characters react to each situation. The romance between your chosen character and your partner (assigned automatically) will develop throughout the 3 cases to be found in Dr. Wise. Different copy will be written for the two storylines, in order to deal with the fundamental gender differences, and you’ll be able to follow the story by means of quick dialogs being presented between the different levels (lobby cut scenes), and also at the start and finish of several of those same levels. Please refer to the DR.WISE Game Design Document Appendix, for further info on the game’s story and background.

2.1 Case 1 - The Teacher’s Pet

• This is the tutorial chapter for Dr. Wise, and everything you need to know to play the game is explained. A patient in his late twenties named Eric Ryan suffers an anaphylactic, due to a cat allergy, and is rushed, by his neighbor and former high school teacher, Miss Lily, to the hospital. He is a bit of a loner, passionate about sports but far from fit. He has been unemployed for some time now and his elderly neighbor was helping him send his resume to several software companies. He has an important interview with a big software company in two days but unless he makes a full and miraculous recovery, he won’t be able to make it.

• Story wise, your character gets acquainted with her/his new job and skills as a detective (you’ve just been placed in Dr. Wise’s Hospital), meets Dr. Wise and gets first impressions, and also spends some time with her/his new partner, leading up to the first awkward silence between the two. Normal work-related discussions and still no innuendos on anyone’s behalf.

• Dr. Wise isn’t happy with having to waste his time teaching, but is more than glad to seize this opportunity to sharpen his sarcasm and test the limits of human patience (our character’s). He always seems sure of himself and never misses the opportunity of bossing us around.

2.2 Case 2 - Missing a Screw

• Our patient is presenting the latest news in the local TV channel when she collapses on air. She is rushed to the hospital where her condition is stabilized, and while our colleagues run tests we are sent, by Dr Wise, to her workplace in order to find out more about probable causes. This young anchor and investigating reporter was known for her great stories. This was her last day at the local channel, she was offered a position as anchor in a nationwide TV network and was said to be opening with an investigation about shady car dealerships. One of her visits turns out to be the son of the owner of a car dealership she was investigating. We find out there is a secret love affair between the two. Poisoning is

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considered, since she had several enemies, from jealous coworkers to people who she investigated and exposed.

• The secret love affair between the patient and the son of the car dealership owner seems to inspire romantic feelings between your character and her/his partner. A secret love affair of our own begins to brew.

• Dr. Wise has one more thing to taunt our characters with, not only are they new to the hospital and relatively inexperienced, they are also living a secret romance. Or so they thought, Wise can see right through them and doesn’t miss an opportunity to taunt the two love birds making sure everyone knows of the new couple. He might recognize some value in our character’s assumptions and diagnosis, but he is still hard on them and quick to ridicule.

2.3 Case 3 - Matters of the Heart

• This case deals with an older man, a family man. While at his oldest daughter’s wedding rehearsal he starts to sweat profusely and falls to the floor suffering from excruciating back pain. Rushed to the hospital he eventually collapses and is observed by Wise and his students. It’s up to the player to cure him so that he can live his dream of seeing his lovely daughter marry.

• Issues of trust are put into play when you and Wise discover the patient hasn't been totally honest with his wife throughout the years. Wise takes this example to shake our characters’ belief in long lasting love, mocking and seeding distrust. It will be a bumpy road for the characters new relationship but in the end, both they and the patient will pull through and who knows, maybe even live happily ever after. A final wedding scene depicts our patient in tears of joy and the bouquet being caught by the female character the player chooses to play with or the female partner assigned to him if he chooses the male character.

• Dr. Wise still taunts the characters but, from time to time, and if they bother to read in between the lines, lets them know how proud he is of their performance. Still this is not enough for our characters and they demand Wise openly acknowledges their good work.

3 Game Mechanics

There are several and distinct game mechanics featured in the game. They are:

• The Hospital Lobby • Hidden Objects • Mastermind mini-game • Time Management mini-game • Cut scenes

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The Hidden Objects, Mastermind mini-game and Time Management mini-game mechanics are affected by a play mode choice made available to the player – Timed Mode and Relaxed Mode.

- Timed Mode is a more stress-inducing play mode which is time-based. This means the player is running against the clock in order to complete the game’s levels, while exploring the game mechanics.

- Relaxed Mode takes time out of the equation, leaving the player at peace with the fun

provided by the game mechanics on their own.

All game mechanics are described with Timed Mode in mind. Details regarding play mode differences, and specific to each play mechanic, are described at the end of their related chapter, and take on the title “Relaxed Mode vs. Timed Mode”.

3.1 The Hospital lobby The Hospital lobby is the central interface piece in Dr. Wise.

- It functions as the main menu. - It gives access to the player’s achievements and game play statistics. - It provides a place where lobby cut scenes are held between game chapters.

3.1.1 Hospital lobby interface (main menu) The hospital lobby interface takes on the shape of a modern health service lobby, clean and pleasant to the eye.

- The registration counter in the left (picture 1) enables you to start a new game or continue one. Once you click it, if you didn't create a profile earlier, you'll be asked to do so. If you're already registered, you'll simply start or continue your game, having to choose between timed mode and relaxed mode, in case you hadn't done so already.

- You can change between profiles by clicking a button placed in the top-right area of the screen, which reads “Hello player name, click here if it’s not you”.

- In the farthest wall of the lobby, and in front of you, is the Medical Log. This is the place

where you can access all of your career achievements, awards, case files, and whatever else we can think of to reward you for a job well done.

- Next to it, to the right, we have the game settings section. Clicking it will give you

access to music and sound FX options, as well as any other useful ones.

- Closer by, and in the lower-right corner of the lobby is the quit game command. Click it because your kid is hungry and crying, and only in that circumstance alone.

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Picture 1 – Hospital Lobby interface.

3.1.2 Generic dialog window The generic dialog window is a text box which is adaptable to accommodate the size of any information which we have to give the player. It must also be able to accommodate buttons, and radio buttons. No scroll enabling, since we want clear and succinct text and communication. Window size consistency is also preferable and desirable in terms of user interface consistency, and only about 3 window sizes should be employed throughout: small, medium, large.

3.1.3 The Medical Log The Medical Log is the place where you get to access all of the data included in the cases’ files, as well as your career achievements. These info and rewards all pertain to the cases you solve, success in the mini-games you play, game mode in which you play, and so on... It consists of a tabbed folder containing all the info pertaining to the illnesses involved in each case, patients, and all of the info which is interesting and complementing to the game, but which is not vital for game play. See it as a Wiseopedia of sorts, existing for player reference (picture 2). The Medical Log can also be accessed during game play, in order to have the player review the current game status whenever wanted, without having to exit the game to the main menu. New

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folder entries will be instantly brought to the player’s attention during game play as well, by means of audio and visual feedback present in appropriate interface areas.

3.1.3.1 Wise badges You get a wise badge in your Medical Log every time you complete a diagnosis or treatment in each case. If you skip the mini-games, you don’t. There are different badges as you progress in each case, sporting different shapes and color nuances, and identified as either related to the Mastermind or Time Management mini-games by means of two different symbols. This means that you are able to get:

- 12 Wise Badges in total.

- A badge for every completed Mastermind mini-game (6 total).

- A badge for every completed Time Management mini-game (6 total).

Remember, you only get your Wise Badges if you don’t skip the mini-games.

Picture 2 – The Medical Log.

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3.2 Level Select Display

This is the screen that precedes hidden object game play. In it, you can choose which level you wish to play. Some levels will unlock others, but there may only be seven levels on-screen to choose from at any one time (picture 3). A typical game situation will be three levels being available to play from the start of the case - one of them unlocks two others, one doesn’t unlock any others, and the last unlocks only one other level. Then, amongst the recently unlocked levels, one will unlock the last level for play.

Picture 3 – The Level Select Display.

3.3 Hidden Objects Even if casual Hidden Object games aren’t new to anyone by now, Dr. Wise’s Hidden Object mechanics still have to be detailed. In Picture 4, we have a typical Hidden Object level displayed. Let’s use it as a visual anchor for the description of Dr. Wise’s main game mechanic:

- The objective of the game is to find an assortment of objects, one by one (but not in a specific order), which are automatically requested and listed in the game interface.

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- The objects themselves are scattered all over the play area, as if the player were inside an unkempt room. Rooms will have different feelings and settings to them, as you may find a room which is an absolute mess, while another is very tidy but providing a complex Hidden Object experience, due to the number of objects in there.

- A time limit is given to find the requested objects, and in case you’re having trouble finding something, a hint command can be activated in order to locate the area where the object can be found. That hint command has a cooldown period after having been used, so hints aren’t available all the time (the hint command’s cooldown time is 2 minutes).

- In addition, you can’t just click around furiously hoping to find something, since every 5 incorrect clicks a time penalty is applied when playing in timed mode or a warning popup is displayed when playing in relaxed mode.

- Adding to the regular game play, you are given special tools which aid in the search for

objects that aren’t visible to the naked eye. They are described next.

3.3.1 Hidden Objects game interface When a level starts, the Hidden Object game interface subtly reveals itself from the right side of the screen.

- In Picture 4 below, the Hidden Object game interface consists of a sidebar, styled in a classic yet slick fashion.

- At its top end, we have the Hints

button. It’s a classic, rechargeable hint button. Click it whenever you can’t find an object, and it will randomly indicate one of the remaining hidden objects from the list, by means of visual highlighting. It will then take some time to recharge and be usable once more.

- Below them is the level timer where the time left to complete the level is displayed. In relaxed mode, this timer is disabled.

- Immediately under it, we can find the object list, where the objects that need to be found

are listed - up to 15 hidden objects are listed at once. A found object counter is also present to aid the player in knowing how many objects are there still to be found in the level. Special attention will be given to the space available and space limitations, and also to its location on screen so that it is easily readable for all users – including those playing localized versions.

- Next comes the tool select area, where you can access each tool, if it is available at the

moment (picture 5).

- Finally, there are the menu and options buttons, which take you to back to the main menu and options dialog, respectively…

- …and also the Medical log button gives you quick access to - you guessed it – the Medical log.

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Picture 4 – Dr. Wise’s Hidden Object interface.

Picture 5 – Interface’s tool selection states.

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3.3.2 Items Each Hidden Objects level contains a minimum of 15 items and a maximum of 20 items to be found in order to finish a level

.

There are two different types of objects that can be found throughout the Hidden Object levels:

• Regular Items • Key Items

3.3.2.1 Regular Items These are the standard type of items found throughout the Hidden Object levels of the game. They can be just about anything, exist in the game only to fill up levels, and to be found and forgotten.

3.3.2.2 Key items In each play chapter of Dr. Wise, 6 key items are to be found

.

- These are a special type of item found throughout the Hidden Object levels of the

game, which convey relevant clues about the case being investigated.

- They become available for finding only at the end of any level in which has one, and it’s Dr. Wise himself who calls in and asks for it. You get special instructions from Wise, which means that finding a Key Item represents more of a challenge than regular objects, since the textual clue you’re given is akin to a riddle. Think of this as if it were a boss-battle at the end of a level.

- When a Key Item is finally found and clicked, it emits a special, fuller, sound effect, and

is turned into a clue token which travels towards the Medical log, sparkling. The player marvels at the discovery and then may click the Medical log to consult the new addition.

- Key Item distribution is listed on the Game flow chapter’s different sections.

3.3.2.2.1 Clue tokens

- Whenever the player discovers key items, they are instantly turned into clue tokens, and added to the Medical log.

- Clue tokens are meant to be used primarily in the Mastermind mini-game, but also

serve the purpose of being a reference to the causes of illness for a given case (see locker), and also as collector’s items (see locker).

- Clue tokens are translucent, hexagonal tokens which have their pertaining item’s image

and name etched on top. They sort of resemble a fiber optic styled coin (picture 6).

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Picture 6 – A clue token

3.3.3 Investigation tools Some hidden objects cannot be immediately found with the naked eye. In those cases, there is a set of tools provided to the player to aid them in their search of these more difficult to find items. All items (key and regular) that require a tool to be found are listed in a different color in the object list, regardless of the tool required to be used. There are 4 investigation tools available: - A Search light- A

, to investigate dark areas; Magnifier

- A , to search through areas which require a detailed observation;

Sampler- A

, to sample liquids and other substances not prone to regular handling; Toxicometer

, to detect infected areas or objects.

The tools’ different functioning instructions will always be available to the player by means of tooltips, activated by the hovering of the mouse pointer over the tools’ icons in the hidden object game interface.

3.3.3.1 Search light Some locations are closed interiors or must be searched at nighttime, sometimes without the aid of any electric light, causing those sets to be somber. Others may have dark, but searchable areas like, for instance, under a bed. The search light tool allows the player to search dark areas of scenes where they otherwise would not be able to see much (picture 7).

- The search light appears as a round spotlight centered on the mouse pointer, illuminating everything inside its circumference, as well as a small contiguous area around it, until it fades to black.

- In terms of style, it should resemble those wartime search lights, having a beam of light

originated in the lower end of the screen meet the spotlight’s edges. This makes it feel like the player is actually holding a flashlight in their hand.

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- Whenever the lights are out in the set, or the use of this tool becomes very important, the search light icon will be dynamically highlighted in order to indicate what action the player is expected to take.

Picture 7 – The search light in action.

3.3.3.2 Magnifier Some Hidden Objects are way too small for the player to be able to spot them. The Magnifier tool enables the player to search a small area from a close up perspective (picture 8).

- The magnifier zooms in on a rectangular area that is about the size of 1/6th of the play screen’s total size.

- The rectangle is centered on and linked to the mouse pointer (thus moving around with it), has a crosshair in its own center, and should be styled in a very digital gadget sort of way, with some animated meters thrown in for taste.

- In this mode, art can be seen in detail, like, for example, worms that are moving on top

of some rotten food, a dripping faucet, or even an ant trail that could hint you towards what you’re looking for. This would add up to the general ambience, and encourage players to use it over areas which could be potentially interesting up close.

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Picture 8 – The magnifier in action.

3.3.3.3 Sampler Sometimes, the player will be asked to collect items or substances that are not prone to regular handling. Examples of such substances include tap water, jelly, or cat urine. The Sampler tool must be used in these cases to avoid contamination of the substances.

- The sampler consists of a long plastic syringe, which replaces the mouse pointer (picture 9).

- The mouse button must be pressed for 3 seconds in order to completely fill up the syringe with the desired sample. During this time, the sampler syringe visibly fills up with liquid. If the button is released half-way through, the liquid rushes back out of the syringe, and you have to start over. The liquid’s appearance (color) will be consistent with the item being sampled.

- When the syringe is completely filled, the object is collected like any other piece of evidence, and the regular mouse pointer returns.

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Picture 9 – The sampler in action.

3.3.3.4 Toxicometer The Toxicometer tool is used to detect toxically infected objects or areas, and collect or sample them.

- It works much like an antique photographic camera flash: you shoot a flash of greenish light which affects the whole play area. The entire room’s infected objects and areas light up momentarily in a fluorescent green, to then quickly, but gradually, fade away (lit items take about 5 seconds to fade away). This means you have little time to recognize the silhouette of the desired object and click it (picture 10).

- If you can’t find the object you’re looking for in the 5 second timeframe, all you have to

do is try again.

- You can’t re-activate the Toxicometer until the effect from a recent activation completely wears out (this takes about 5 seconds to happen).

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Picture 10 – The toxicometer in action. The image illustrates, from left to right, the timeframe you have from the moment you activate it (5 sec.), until its effect wears out (0 sec.)

3.3.4 Relaxed Mode vs. Timed Mode In relaxed mode, Hidden Object game play is much more laid back, since it doesn’t have a time limit. Additionally, every 5 incorrect clicks a warning popup is displayed, instead of a time penalty being applied. All of this means you get to savor each and every click as if someone was feeding grapes to your mouth and someone else gently waving a palm leaf towards your moderately tanned visage.

3.4 Mastermind mini-game Once the player completes the Hidden Objects levels during a Chapter, the findings must be taken to Dr. Wise for evaluation and diagnosis. The player will use the clue tokens collected during the hidden object levels to play the Mastermind mini-game.

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This mode is a mastermind-type game variant and has you placing tokens in slots until you get a correct sequence. Dr. Wise will guide you through this mini-game until you discover the right combination of clues to diagnose the illness or until he decides he’s had enough of it and reveals the diagnosis himself. There is 1 Mastermind mini-game per chapter throughout the game

.

- You have a variable number of different clue tokens. Dr. Wise provides you with a

variable number of slots to place them in (he has already assessed the clues and decided which ones are the most relevant, thus having made a combination a variable number of tokens for you to guess). Refer to Table 1 – Mastermind mini-game difficulty progression table for specific values regarding numbers and difficulty progression.

- As you place different combinations of tokens on the slots, Dr. Wise will let you know how many tokens inserted actually belong in the sequence, and if they are in their correct slot or not, just like in mastermind.

- A timer is present in the Mastermind mini-game which informs on how much time you have left to guess the correct token sequence.

- You get to try for as long as the timer is running.

- When time runs out, Dr. Wise loses his patience and reprehends your lack of skill – he hates incompetence above all else. But, he’s generous, and that’s why he always gives you the option to have another shot at his little mind game, or to skip the challenge and proceed to surgery.

- If you chose to try again, the sequence to be guessed is re-ordered, though using the same tokens.

- As soon as you get the sequence right, Dr. Wise reveals what seems to be the true cause for the symptoms experienced by the patient, commends your wit, and urges you to follow him into treatment.

- Either way the player deals with the test, it’s then time for the patient’s treatment.

Proceed to the Time Management mini-game.

Level Tokens available

Slots available Level time Difficulty rating

Chapter 1 3 3 4’ very easy Chapter 2 4 3 3’ easy Chapter 3 5 3 3’ easy Chapter 4 4 4 2’30” normal Chapter 5 5 4 2’30” normal Chapter 6 6 6 2’ hard Table 1 – Mastermind mini-game difficulty progression table

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3.4.1 Mastermind mini-game interface

- Directly in front of you, and in the lower part of the screen, are the clue tokens available for play. The number of tokens available is variable, and tied to the difficulty level of the challenge.

- On top of the table are the token slots on which you may place your tokens, when

prompted to do so by Wise.

- You do this by dragging a token of your choice to a given slot. This is done until all available slots have tokens on top.

- Then Dr. Wise gives you the results of your present attempt: tokens in their correct slot light up green; tokens placed in the wrong slot light up red.

- This goes on for a variable amount of tries, considering the difficulty level of the challenge.

- Once you fill all the token columns without getting the right answer, the interface will slide one column to the left, revealing a new empty token column while hiding the left-most one. It keeps doing so until you get the right sequence, or until your time runs out.

- Upon discovery of the right sequence, all tokens in the sequence light up brightly, and you are given your score at the same time as Dr. Wise explains what that diagnosis could mean.

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Picture 11 – Mastermind mini-game.

3.4.2 Relaxed Mode vs. Timed Mode In relaxed mode, the Mastermind game play is even easier, since it doesn’t have a time limit. You get infinite attempts at the correct combination until you get it right, or skip the game if you just don’t feel like it.

Mini-game levels are skippable. Hidden Object levels are not.

3.5 Time Management mini-game

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After the cause of illness has been determined in the Mastermind mini-game, Dr. Wise rolls up his sleeves and sets out to treat the patient in surgery. This mini-game has the player helping out as his right hand during treatment. There is 1 Time Management session per chapter, throughout the game

.

- As the Time Management mini-game starts, the operating room is filled with medical

instruments and devices which Dr. Wise will ask for during the operation. It’s your job to find and click them quickly in order to provide the doctor with whatever he needs.

- Dr. Wise will either ask you to hand him an instrument or turn a device on or off.

- The mini-game’s goal is to click any instrument or device as soon as Dr. Wise asks you

for it. The player knows when this happens, because dialog balloons displaying the instrument or device needing to be clicked show up beside the doctor. As soon as they do, the instrument or device indicated therein needs to be clicked.

- Every time Dr. Wise asks for an instrument or a device turned on or off, you have a narrow time frame to locate and click it. The scene has fewer objects than the Hidden Object levels, and they’re not exactly hidden, so it adds up to a faster memory-based clicking frenzy. Or time management, if you will.

- The timeframe for clicking any item from the moment a balloon pops up requesting it, to the moment it goes away, is narrow. This is the main difficulty of this mini-game, so this timeframe is variable and tied to the level of difficulty desired (see table 1 - Time Management mini-game difficulty table further down for details).

- In advanced levels, Dr. Wise’s requests may even overlap, on top of visual cues having a far shorter lifespan on-screen. This mini-game is also played in much less time than regular Hidden Object levels.

- This mini-game goes on for a limited amount of time (around one minute), and at the end, a badge is won for the Medical Log, given that you do not skip the mini-game. Refer to Wise badges, for more information regarding this.

- As ever, Dr. Wise is hard on those who fail, but he also understands the meanders of having a casual job as his apprentice. So at the end of the challenge, and after obtaining Dr. Wise’s approval (or not), the player is always given the opportunity to get on with the show, or have another go at the Time Management mini-game.

- The Time Management mini-game is always the final game stage in every chapter, so after it’s done, the story proceeds, and the player is sent back to Hidden Object investigation.

3.5.1 Time management mini-game interface

- In the center of the play screen you see Dr. Wise, leaning upon the patient who is lying in the operation table.

- Closer to the player, a table exists with an assortment of up to 8 medical instruments displayed on top of it.

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- On the left and right sides of the screen, up to 4 medical devices exist, two on each

side. These are not visible up until they become available for play.

- Visual cues which dictate what object you have to click show up beside Dr. Wise. They have a built in meter, which lets you know how much time you have to click it before it goes away. This means you can manage which cues to click first.

- For instruments, only the actual image of the requested instrument appears inside the cue.

- For devices, an image of the device as well as the state it’s needed in - on or off - shows up inside the cue.

- A timer is shown in the top left corner of the screen to inform you of about, well, the time left for the mini-game to be concluded.

- There is also a ratio-type counter under the timer, to inform you on the number of requests you still have to meet in order to succeed (e.g. 12/20 Requests).

Picture 12 – Time Management mini-game interface.

3.5.2 Instruments

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- On top of the operating room’s auxiliary table, lies an assortment of up to 8 medical instruments, all of which may be requested by Dr. Wise during treatment.

- These instruments need only be clicked once to meet Dr. Wise’s request.

- The 8 medical instruments are:

• scalpel • metal tweezers • metal syringe • surgical clamp • surgical drill, catheter • cotton bandage • endoscope

- Refer to table 2 – Time Management mini-game difficulty table below for details on the number of instruments available each time this mini-game appears throughout the game.

3.5.3 Devices There are up to 4 devices in the operating room, with 2 on each side of Dr. Wise and the operating table.

- These devices need to be activated and eventually turned back off.

- In order to turn devices on and off, the player just needs to click them. They have two different states - on and off.

- While a device is on, it is animated and produces a looping sound, while it is off it sits quietly in its place.

- The 4 medical devices are:

• x-ray machine • anesthesia ventilator • pulse oximeter • defibrillator

- Refer to Table 2 - Time Management mini-game difficulty table below for details on the number of devices available each time this mini-game appears throughout the game.

Level Instruments Available

Devices available

Request lifespan

Request overlap Level time Difficulty

rating Chapter 1 3 1 3 sec. no 30 sec. very easy Chapter 2 4 2 2 sec. no 50 sec. easy Chapter 3 5 2 2,5 sec. yes 60 sec. easy Chapter 4 6 3 1 sec. no 75 sec. normal Chapter 5 7 4 1,5 sec. yes 80 sec. normal Chapter 6 8 4 1 sec. yes 100 sec. hard

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Table 2 – Time Management mini-game difficulty progression table

3.5.4 Relaxed Mode vs. Timed Mode In relaxed mode, Time Management game play is a bit different and easier. For one, the lifespan of every visual cue is doubled in length. Beyond that, there is no time limit, which means that you can play the treatment sequence until you meet all of the requests, or skip the mini-game.

Mini-game levels are skippable. Hidden Object levels are not.

3.6 Cut scenes Dr. Wise makes use of animated cut scenes to help carry its story through. They make appearances whenever a key point in the game is reached, and the player need to be exposed to the plot, in order to have his ultimate objective clear in his mind. For all cut scenes, a skip button is available to the player, sporting the same style as menu buttons do throughout the game, and making possible for whole cut scenes to be skipped. Beyond that, skipping of individual dialogues within cut scenes can be achieved by means of a single left mouse click. In this chapter, the two types of cut scene mechanics used in Dr. Wise are described - Major cut scenes and Lobby cut scenes:

3.6.1 Major cut scenes Major cut scenes take the player out of play context, put them in a spectator context, and are, as the name indicates, major points in the game where the storyline must be illustrated with a dedicated animation, in order to clearly inform the player about the context of the play experience. These types of cut scenes should have a dynamic feel to them, with animated screens much like Capcom’s Ace Attorney franchise has. This particular game, though not a competitor, succeeds tremendously well in setting the tone for each of its cases by using only a handful of still images and text carefully intertwined with sound effects and/or music.

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But for an even better reference, a look at the direct competition is in order. The Cate West series has a cut scene style which is as simple as it is effective. Something at least similar to this style is desired for Dr. Wise. A special major cut scene is presented at the very beginning the game, introducing publishers, developers and game characters, as well as setting the overall tone for the game, and linking the introduction with the main menu. Beyond that, every one of the three cases in Dr. Wise also displays a major cut scene by the time it begins, and a major cut scene also illustrates the game’s ending sequence, after the game is beat (see Game Flow, for the complete cut scene sequence and context). To speed up the dialogue, the player can skip each individual sentence within a cut scene with a simple mouse click anywhere on the screen. To skip a cut scene completely, there’s a Skip button available in the interface.

3.6.2 Lobby cut scenes Lobby cut scenes are different in nature, but also illustrate key points in Dr. Wise’s story, informing the player about what’s going on at the time. These cut scenes support less vital story sections, are simpler in form, and don’t have the player taken out of play context completely. They take place in the hospital lobby where all of the game’s characters, including Dr. Wise, may take a part in a conversation. To that effect, characters’ images simply show up from the sides of the screen and are accompanied by a common text box which writes whatever they are saying in real time. Hence, a conversation can be simulated, with as many characters as needed. Further polishing may be added with different characters showing up with different expressions in accordance with different plot situations (tense, relaxed, joyful…). Once more, the Ace Attorney series may be consulted as an example, though our implementation should be typically less complex, and Cate West may be followed as a nice enough example. Lobby cut scenes take place in the breakup points of the 2nd and 3rd cases, at the closing points of the 1st and 2nd cases, and also after the game’s ending major cut scene, wrapping up the game for good, and just before you are confronted with your final score and taken back to the main menu (again, see the following Game Flow section for the complete cut scene breakdown).

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Picture 13 – Lobby cut scene mockup.

4 Game flow

In Dr. Wise, you’re given 3 different cases to investigate, some of which are divided into chapters, adding up to a total of:

• 6 different chapters to play • 30 Hidden Object levels • 6 Mastermind mini-game levels • 6 Time Management mini-game levels

The following are general descriptions of each case you will solve while working with Dr. Wise. Only the fundamental objects to be found are described. A full narrative with detailed character interaction and dialogue is out of the scope of this document. The words in caps are the objects that are relevant to the case and which will turn into clue tokens. The word in between “< >” is the clue that solves the mystery.

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4.1 Game intro The game intro will take on the form of a special major cut scene which is presented at the very beginning the game, introducing publishers, developers and game characters, as well as setting the overall tone for the game, and linking the introduction with the hospital lobby menu. After this, you create your profile and do everything in the menu which needs be done before diving into the action. It’s then game time.

4.2 Case 1 - The Teacher’s Pet

Case 1 - Tutorial chapter Case 1 is very quick, and provides the game with its’ tutorial chapter. The case is introduced and solved in this same chapter.

- 3 Hidden Object levels - Mastermind mini-game - Time Management mini-game

Final-diagnosis

: Allergy caused by the neighbor's cat that has been sneaking in through the dog door (*people can be allergic to both dogs and cats, neither, or to one and not the other).

Major cut scene A man in his late 20's suffers an anaphylactic shock and is rushed to the hospital. Hidden Objects

You are sent to the man’s house to find the cause of his allergic reaction. During 3 Hidden Object levels, you find among other things MOLD, DUST, and <WHITE FUR> in the kitchen’s dog door. Several PHOTOS of him and his dog are found on the refrigerator door.

Mastermind

After the mastermind mini-game you talk to Dr Wise who helps us solve this mystery. His dog is excluded from the probable causes because the photos on the fridge have timestamps and span across many years. The MOLD wasn't toxic enough. The clue to unravel this mystery is the <WHITE FUR> in the dog door. The patient's dog is light brown, so the fur must belong to some other animal that has been sneaking in and out. That animal is responsible for the dangerous allergic reaction. It turns out to be the patient’s high school drama teacher (his neighbor)’s cat fur.

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Time Management

The prolonged exposure to the cat's influence and the violence of the Anaphylactic shock slightly damaged one of the lungs. You must help Dr Wise operate.

Lobby cut scene Dr. Wise sums up the case and provides some insightful moral closure.

4.3 Case 2 - Missing a Screw The second case is longer, and is broken into two chapters.

Case 2 - chapter I Overview

Level Name Location Description Objects/Tokens

1 Kitchen Home

Lower-middle class. Belongs to an obese character in his late 20’s. Has a refrigerator. A little

dirty, with a bowl of cereal on the table/counter.

Photos

2 Living Room Home Modest with cheap furniture. Camera looking over the TV. Diary

3 Backdoor Home

A backdoor with a small porch. Underneath it a cat is

hidden in the dark with nothing but his wiggling tail showing (flashlight reveals

him)

<WHITE FUR>

Table 3 – Case 1 level breakdown

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The first of the two chapters in case 2 has the story plot thickened, thus ending with inaccurate diagnosis and treatment, and with the case still unsolved.

- 4 Hidden Object levels - Mastermind mini-game - Time Management mini-game

Mid-diagnosis

: Poisoned coffee or diet pills

After the operation and when all seems fine, she has another seizure. The medication isn't helping which means the <DIET PILLS> might have contributed to her condition but aren't the main cause.

Major cut scene A female patient arrives after collapsing at work. She is disoriented and has to be restrained. Dr. Wise orders us to check out her workplace and her House while your colleges run blood tests. Hidden Objects

In her workplace you find a tipped COFFEE MUG and a small puddle of coffee on the floor. At home, you find <DIET PILLS>.

Mastermind

Back in the Hospital she is thought to have liver problems related to the <DIET PILLS>. Her liver is bleeding; she receives medication and is prepared for the operating room.

Time Management

Intervention on the patient’s liver.

Level Name Location Description Objects/Tokens

1 Office Workplace

Office overlooking the city. Not to big but respectable, stylish but

not cold, not minimalist. Tipped coffee mug on the desk.

Coffee mug

2 TV Studio Workplace The set of a newscast, with a

news table, cameras, teleprompter projectors etc...

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3 Driveway Home

Full of objects (strong winds blew through the city last night),

closed garage door with car tire tracks in the driveway leading into it. Picket fence, patch of

grass. Fountain in foreground, with water animation.

Envelope with tire marks on it, under the tire marks on the driveway.

4 Garage home

Dark garage with two motorcycles and assorted junk.

Old motorcycle gloves

5 Bath Room home

Of average size, elegant, with scented candles on the window

ledge. Classic bathtub (with feet), sink standing on a cabinet like Ikea’s LILLÅNGEN (Find diet

pills jar in cabinet’s shelf)

Diet pills jar <DIET PILLS>

Table 4 - Case 2 levels, Chapter I breakdown

Lobby cut scene 1 Dr. Wise wonders about the causes of the situation. You and your partner listen and are sent back out to the field.

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Case 2 - chapter II Overview The second case’s second chapter has about the same length as its first. This time you look for the right clues in the right places, and the case is nailed at the end.

- 5 Hidden Object levels - Mastermind mini-game - Time Management mini-game

Final-diagnosis

: Heavy metal poisoning from a chipped surgical pin

Hidden objects

You set out to further investigate her house and workplace. In her home study you find and old <X-RAY> that depicts her shoulder with surgical pins in it. It must be from and old accident. One of the pins appears to be chipped

.

Mastermind

After the mini-game Dr Wise compares the old <X-RAY> with the ones taken in the hospital. They missed the chipped pin because it probably shifted and rotated as the years went by, appearing whole in the <X-RAY> taken in the Hospital. It's probably heavy metal poisoning

. Until now the body was able to deal with the exposed pin but the diet pills plus the work related stress weakened her body and the pin needs to be replaced.

Time Management

Replace the pin.

Level Name Location Description Objects/Tokens

6 Water Cooler Workplace

Where colleagues get together during breaks. Coat hanger, small table with Donut box, trash bin, Pin

board.

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7 Car

Dealership Entrance

Car dealership

Entrance to the lot. A sidewalk with a fire hydrant and with random

things piled against the lot’s fence. On the fence a sign invites us to

check out the sales. At a distance you can see the office. Clear blue

sky.

8 Office/Sales Desk

Car dealership

A cubicle like space where the contracts are signed. Possibly with view over the parking lot.

Cluttered with papers.

Photo of the patient

9 Car For Sale Car dealership

Vintage American muscle. With 15% off sign on the windshield. Covered in junk brought in by last night’s strong winds, door open.

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10 Bedroom house

A modern room with a low king size bed. A soft light enters

through the shades.

<X-RAY>

Table 5 - Case 2 levels, Chapter II breakdown

Lobby cut scene 2 Dr. Wise sums up the case in a few, dry, words. You and your partner wonder if he is human.

4.4 Case 3 - Matters of the Heart Dr. Wise’s third and final case is divided into three chapters.

Case 3 - chapter I Overview Chapter I of Case 3 is longer than the previous ones, and once more, life isn’t simple. The chapter ends with inaccurate diagnosis and treatment, and the player sent back to the field.

- 6 Hidden Object levels - Mastermind mini-game - Time Management mini-game

Mid-diagnosis: Nephrotic Syndrome caused by diabetes.

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Major cut scene A man enters the hospital complaining of severe lower back pain. While in the hospital he collapses. Dr. Wise reveals he has what appears to be an enlarged kidney. Your colleagues are ordered to perform several tests on the subject. The test results will take a few hours, until then both you and your partner must look for clues in the patient’s home and workplace.

Hidden Objects

In his workplace you discover he has a sweet tooth by finding CANDY. At home you find <MEDICAL RECORDS> that reveal both his brother and his father suffered from diabetes.

Mastermind

After the mastermind game he is thought to suffer Nephrotic Syndrome from diabetes. Wise dismisses this option. He claim he does not want to work on a simple diabetes case, therefore there must be more to it. You are shocked with Wise's lack of empathy and reply the patient is not here to amuse him but to be treated properly. As you speak, the patient’s state takes a turn for the worse. His kidney is severely infected and is infecting his body. It must be surgically removed.

Time Management

After the operation you brag to Wise about your diagnosis and congratulate yourselves for the patient's recovery. As you do the patient has a seizure. You are dumbfounded. He is receiving proper medication, his glycose levels are normal and the bad kidney was successfully removed. Wise takes over and after the patient is stable he takes a crack at us. “Well, it seems it's not diabetes after all. Not a complete waste of time” You prepare to reply but he swiftly orders us to go and gather more information. You shouldn’t quarrel when a patient’s life is in jeopardy - he taunts us.

Level Name Location Description Objects/Tokens

1 Security Office Mall

Office with security surveillance equipment, lockers, lost and found

shelves. A clock on the wall.

Candy

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2 Coffee Shop Mall

Three tables with chairs and a counter behind them. Behind the counter shelves with bread, fruit, other edibles and kitchenware

(bowls and plates). A warm glow fills the room.

3 Shoe Shop Mall A messy shoe shop with male and

female shoes in shelves and on displays.

4 Lunch Room Mall

A place where employees can eat. It has a vending machine,

microwave ovens, chairs and a large table.

Club membership

card with patient’s

name

5 Younger

Son’s Bedroom

Home

A messy room with toys, clothes and open comic books lying

around. A joyful morning light shines in.

6 Attic Home

Filled with junk, some workout equipment, lamps, etc… Dust can

be seen floating where the light shines in.

Medical history

<MEDICAL RECORDS>

Table 6 - Case 3 levels, Chapter I breakdown

Lobby cut scene 1 You and your partner discuss which way is best to go, and also scan each other’s plans for the weekend.

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Case 3 - chapter II

Overview The second chapter is a little longer than the preceding one, and gives continuity to Dr. Wise’s third case. You believe you’re looking for the right clues in the right places, and almost solve the case at the end, but the solution remains elusive, and Dr. Wise must send the player back out.

- 8 Hidden Object levels - Mastermind mini-game - Time Management mini-game

Mid-diagnosis

: Poisoning (fertilizer).

Hidden Objects

You go out to look for some more evidence, and find, amongst other things, that the patient has been doing some gardening in his daughter’s new home. Maybe he was poisoned by the FERTILIZER. A <PHOTO> of him and his wife is also found in his living room.

Mastermind

In the Mastermind mini-game you come to the conclusion that besides diabetes he might be suffering from poisoning. Wise finds it to be a good deduction: in fact, dangerous substances found in the patient’s blood tests suggest he has been careless with the gardening supplies, but nothing explains the seizures. He brings to your attention the <PHOTO>. In this photo of the patient and his wife, he notices his eyes’ color as being much lighter than it is now. His wife’s eyes seem the same color so it can't be a print error. This might be a clue. Some sort of Azotemia is causing the kidney failure, but what sort and why?

The patient starts to moan and scratching his leg (he is still suffering the effects of the anesthesia and is disoriented). Wise raises the coverts only to see that the patient's blood circulation his failing in the lower limbs at an amazing rate (limbs turning white). He is rushed to the operating room to restore blood flow before he loses his legs.

Time Management

After the operating room you confront Wise with your first diagnosis. Loss of circulation on his legs is a clear sign of diabetes. He contests with a quick remark about how diabetes doesn't have the habit of racing to the toes. Looks like diabetes, talks like diabetes, but it's not diabetes he claims.

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Level Name Location Description Objects/Tokens

7 Bar Nightclub

You are behind the counter. The perspective has to be dynamic and present a full and interesting scene

behind this thigh space.

8 Restroom Nightclub View of the sink. Objects are reflected in the mirror for us to find.

9 Living Room Home

A nicely lit room with a slightly old fashioned TV on the console. Shelves contain books and

assorted trinkets.

Photo of him and wife

<PHOTO>

10 Jewelry Mall

Two tall jewelry displays, a long shorter one, and a wall display showcasing the shop’s jewelry.

There’s a scarf hanging from one the displays and an umbrella stand

close to the wall.

Engagement ring

11 Fast Food Restaurant Mall

A counter overlooking shelves, refrigerator and beverages

machine.

12 Garden Daughter’s

house

Part of the porch’s rail can be seen in the foreground. A wind chime hangs above your head. A green

lawn with empty boxes, lawnmower, and bushes to be

planted. In the background a tools shack.

13 Tool shed Daughter’s house

A small and dark space filled with gardening tools and old household items. Cuckoo clock, ugly vases, old coverts and a caldron is some of the junk you see.

Fertilizer

Table 7 - Case 3 levels, Chapter II breakdown

Lobby cut scene 2 Wise scoffs at your assertiveness while dealing with the patient’s diagnosis, something which reflects an overly proud assumption of self. You get irritated because you know he’s right.

Case 3 - chapter III Overview The third and final chapter of Case 3 is only four Hidden Object levels long, and concludes the game’s third case. Although being shorter than previous chapters, the challenge is ramped up in

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order to provide a relatively fast but solid game challenge, and keep players on their toes for whatever the future holds for Dr. Wise and his team…

- 4 Hidden Object levels - Mastermind mini-game - Time Management mini-game

Final-diagnosis

: Prerenal Azotemia caused by defect on artery.

Hidden Objects

You are sent on another search for possible causes, but you must hurry, the patient might not have much time left. In his house you find his <WORKOUT LOGS>. You knew he was a runner but this might reveal some extra info.

Mastermind

In the Mastermind mini-game you come to the conclusion that something related to his workouts isn't right. He has been slowing down his pace, running fewer miles, and his heart rate as suddenly gone up. The <WORKOUT LOGS> span across 2 years but his marks are way below average. Either he is lazy or he has some sort of undiagnosed heart condition.

Upon closer inspection of the ultrasound exam, you discover a small flaw in an artery that has been constraining blood flow. This has been causing the Azotemia and the seizures. He must undergo surgery to restore proper blood flow.

Time Management

The patient has been correctly diagnosed and is cured after the surgery.

Level Name Location Description Objects/Tokens

14 Kitchen Daughter’s house

The house as just been built and they are moving stuff in and giving

the final touches. There are buckets of paint, brushes, a ladder and

other tools lying around. The oven is out of place and stuff is still

boxed

15 Tables Nightclub

Two tables with several chairs, covered in last night’s glasses and

bottles. On the chairs forgotten clothing items are hanging down. Modern light fixtures hang down from the ceiling and a crowded

wallpaper seems to hide several objects.

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16 Tables Mall

A corner of the store where you have a standing mirror and

clothes racks to the left and to the right. A high table filled with

discount items clutters the scene.

17 Bedroom Home

Looking down on the nightstand and the bed headboard. Messy bed with objects hidden in the folds and

creases of the sheets, behind pillows and under the bed.

<WORKOUT LOGS>

Table 8 - Case 3 levels, Chapter III breakdown

Final major cut scene The final cut scene will be detailed in future versions of this GDD.

Final lobby cut scene Dr. Wise’s personality, along with yours and that of your partner’s are summed up in a few conclusive dialog lines. Some Wise cracks and replies are thrown around. A sequel is hinted.

5 Glossary

• Cooldown – the time span comprehending the moment from which a player activates a given game action, up until the moment that action is again available to be used.

6 References

• Check the Hidden Object title Masters of Mystery - Crime of Fashion for reference

regarding the ambient immersiveness desired for Dr. Wise. • The television show Dr. House is the main reference for Dr. Wise in terms of

setting and script ambiences.

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• Capcom’s Ace Attorney franchise is a great example for ingame cut scenes which succeed very well in telling a story without using many resources.

7 Document support information

This final chapter holds information pertaining to the document’s general layout, support items, and formatting conventions.

7.1 Document Layout The following table lists this document’s main chapters, and their brief description:

7.2 Support items list All of the pictures, tables and other types of supporting items you can find in this document are listed in the following table of contents: PICTURE 1 – HOSPITAL LOBBY INTERFACE. ................................................................................................... 9PICTURE 2 – THE MEDICAL LOG. ................................................................................................................ 10PICTURE 3 – THE LEVEL SELECT DISPLAY. ................................................................................................. 11PICTURE 4 – DR. WISE’S HIDDEN OBJECT INTERFACE. ................................................................................ 13PICTURE 5 – INTERFACE’S TOOL SELECTION STATES. .................................................................................. 13PICTURE 6 – A CLUE TOKEN ........................................................................................................................ 15PICTURE 7 – THE SEARCH LIGHT IN ACTION. ................................................................................................ 16PICTURE 8 – THE MAGNIFIER IN ACTION. ..................................................................................................... 17PICTURE 9 – THE SAMPLER IN ACTION. ........................................................................................................ 18PICTURE 10 – THE TOXICOMETER IN ACTION. .............................................................................................. 19

Chapter Description Chapter 1, “Preface” An introduction to the purpose of this document, to the

concept of the game, and to Dr. Wise’s intended audience. Chapter 2, “Story” The general outline of the game’s story. Chapter 3, “Game Mechanics” All of Dr. Wise’s featured game mechanics described in

detail. Chapter 4, “Game Flow” Sequential breakdown of the game’s actual play sequence,

and interactions between the different game mechanics. Chapter 5, “Glossary” Key terms used throughout this document are explained

here. Chapter 6, “References” Useful outside references which support the document’s

information. Chapter 7, “ Document support information”

Information pertaining to the document’s general layout and other support items.

Table 9 - Document's chapter overview

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TABLE 1 – MASTERMIND MINI-GAME DIFFICULTY PROGRESSION TABLE ..................................................... 20PICTURE 11 – MASTERMIND MINI-GAME. .................................................................................................... 22PICTURE 12 – TIME MANAGEMENT MINI-GAME INTERFACE. ....................................................................... 24TABLE 2 – TIME MANAGEMENT MINI-GAME DIFFICULTY PROGRESSION TABLE ........................................... 26PICTURE 13 – LOBBY CUT SCENE MOCKUP. ................................................................................................. 28TABLE 3 – CASE 1 LEVEL BREAKDOWN ....................................................................................................... 30TABLE 4 - CASE 2 LEVELS, CHAPTER I BREAKDOWN ................................................................................... 32TABLE 5 - CASE 2 LEVELS, CHAPTER II BREAKDOWN .................................................................................. 35TABLE 6 - CASE 3 LEVELS, CHAPTER I BREAKDOWN ................................................................................... 37TABLE 7 - CASE 3 LEVELS, CHAPTER II BREAKDOWN .................................................................................. 39TABLE 8 - CASE 3 LEVELS, CHAPTER III BREAKDOWN ................................................................................ 41


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