Protophane By: Team Schooner
Laz Matech
Luciano Gil
Lisa Lee
Ron Smith
Cameron Pankey
Jose Nieves
1. What genre does the game fit into?
a. Explain the design feature/element researched.
● Protophane will be a science-fiction, action game that will take place in the
near future around the turn of the twenty-first century in the first person
perspective. There will be hovering transportation that will serve as the
primary mode of fast transportation, but the entire story will be based on
Earth with no travel to other planets. As a bounty hunter it is up to the player
to capture, or kill, people with cloned body parts to receive their bounty.
b. Explain the rationale behind the decision (why this
feature/element/concept/mechanic?).
● Due to the original concept video presenting a futuristic setting while showing
modern day inspired gear and technology, we felt like a gritty near future
science fiction game would encapsulate the essence of the video. By having
the setting relatively close to modern day we feel like the audience will be
able to connect with the environment while still being exposed to new and
exciting experiences (Wingfield, 2014).
● The clones that are featured in the film push the project in a science fiction
direction due to the inherent need for high technology to produce any type of
cloned body part or being (Takehashi, 2014). Science fiction is based largely
off of the advancement of technology so clones would fit perfectly in this style
universe. We decided to run with the current technology to produce organs
and alter it to a more futuristic technology that fits the archetype of popular
science fiction games like Star Citizen (Baker, 2015).
● A science fiction focus will still allow the fast paced action we expect to still fit
in with the universe. The availability of advanced weaponry, as well as
gadgets, will help the player become more immersed in the world (Rosenburg,
2012). With the addition of unique content and a well managed community
we can take a game that will be successful even if the story might not compel
most players (Statt, 2014).
c. Provide the research supporting the each design decision’s viability (APA formatting
required for all references).
Baker, C. (2015, March 31). Fans Have Dropped $77M on This Guy’s Buggy, Half-Built Game.
Retrieved August 10, 2015, from
http://www.wired.com/2015/03/fans-dropped-77m-guys-buggy-half-built-game/
Rosenburg, A. (2012, February 23). Why Mass Effect Is The Best Science Fiction Series in
Recent
Gaming History. Retrieved August 11, 2015, from
http://thinkprogress.org/alyssa/2012/02/23/430305/why-mass-effect-is-the-best-scie
nc
e-fiction-series-in-recent-gaming-history/
Statt, N. (2014, September 17). Destiny sales exceed $325M in first five days despite meh
reviews - CNET. Retrieved August 10, 2015, from
http://www.cnet.com/news/destiny-sales-exceed-325m-in-first-five-days-despite-me
h-reviews/
Takahashi, D. (2014, May 6). Activision says sci-fi shooter Destiny is on track to become next
$1B
video game franchise. Retrieved August 10, 2015, from
http://venturebeat.com/2014/05
/06/activision-says-destiny-on-track-to-become-next-1b-video-game-franchise/
Wingfield, N. (2014, March 9). Microsoft Pins Xbox One Hopes on Titanfall, a Sci-Fi
Shooting Game. Retrieved August 10, 2015, from
http://www.nytimes.com/2014/03/10/technology/microsoft-pins-xbox-one-hopes-on
-titanfall-a-sci-fi-shooting-game.html?_r=0
2. What is the game about?
a. Explain the design feature/element researched.
● Story: You take control of a bounty hunter named Simon Hendricks; he is
contracted by the Therapsis organization to track and hunt down a clone. The
organization wants Simon to bring back the clone alive and unharmed because of
how valuable the clone is. The Therapsis Organization is one of the top companies
that specialize in cloning specific body parts for people that can afford to buy them.
These clone parts can extend a human life dramatically, but they can also be used
for enhancing a person's body. The only body part that cannot be reproduced is the
human brain; Therapsis has enhanced every body part to exceed their normal limits
but there are laws against cloning a human brain, for fear of extending or even
making a human immortal. Simon accepts this contract to find this unique clone
and the mystery around this bounty. Along his journey he will encounter various
enemies and allies, some that will be rival bounty hunters, organization agents and
D.M.A (Drastically Modified Anatomy) which are a group of people that has splice
their DNA with animal DNA. These groups will serve to make powerful allies that
will give you information and gear that will help him reach his goal, but for each ally
he makes he also creates a foe that will try and impede his progress.
b. Explain the rationale behind the decision (why this
feature/element/concept/mechanic?).
● Concept: Most games today you would see playable characters that are powerful
enough to take on hordes of enemies or even have special abilities. In Protophane
we wanted our story to reflect how the player will feel when they are hunting
beings more powerful than themselves. We wanted to craft a story that focuses
around a character that has a deep past that connects him to not only the clones
but also his profession as a bounty hunter. Masayoshi Kikuchi has a similar idea of
how we wanted the players to view his game Binary Domain as they play it, he
stated that “ we want to provoke thought in people, make them think about the
boundary between man and machine.” (Macdonald 2011, pp3) For us we want the
player to think why they are hunting these clones, do they feel that they should be
treated like the rest of society or is it just for the bounty? We want the players of
Protophane be enthralled by the characters and the story, so that they would want
to try the various routes that lead them to the end of the story, to want delve
deeper into this game.
c. Provide the research supporting the each design decision’s viability (APA formatting
required for all references).
Dunham, Jeremy. (November 22, 2002) Star Wars Bounty Hunter retrieved on August 09, 2015 from
http://www.ign.com/articles/2002/11/22/star-wars-bounty-hunter-2
Graft, Kris. (March 2, 2012) Mass Effects 3’s Creative Challenges retrieved on August 11, 2015 from
http://www.gamasutra.com/view/feature/163828/mass_effect_3s_creative_challenges.php?
pa
ge=1
Graft, Kris. (April 26, 2013) Making Halo 4: A Story About Triple-A retrieved on August 10, 2015 from
http://www.gamasutra.com/view/feature/191234/making_halo_4_a_story_about_.php
Macdonald, Keza. (December 11, 2011) The Cultural Identity of Binary Domain retrieved on August
09,
2015 from
http://www.ign.com/articles/2011/12/14/the-cultural-identity-of-binary-domain
Perry, Douglass C. (January 24, 2005) Oddworld Stranger’s Wrath retrieved on August 10, 2015 from
http://www.ign.com/articles/2005/01/24/oddworld-strangers-wrath-3
Zimmerman, Conrad. (February 22, 2012) Binary Domain: Life, robots and everything between
retrieved
August 11, 2015 from
http://www.destructoid.com/binary-domain-life-robots-and-everything-between-222542.pht
ml
3. What is the art direction?
a. Explain the design feature/element researched.
● Setting:
○ The world will resemble a futuristic atmosphere but relatively close to
a post apocalyptic appearance like Fallout 3(Vanord, 2008). Most of
the world will feature urban cities that have been built up but some
areas show signs of poverty. There will be areas in these cities that are
deserted and provide shelter to criminal activity. Thirty years into the
future some futuristic elements will be present. Holographic billboards
like in Mass Effect 3(Faivre, 2012). Throughout the game the scenery
will be impacted by the weather. The atmosphere is on its last legs
thus the climate and forecast is drastically altered by mankind's
apathetic nature towards the planet’s well-being. In the larger areas
the cities will feature public parking garages to store vehicles,
luxurious community parks for the citizens. There will be stores for
shopping. Cameras on street posts. Automated robots and equipment
will keep the streets and pedestrian walkways clean. However in the
slums of the cities there will be the exact opposite. Homeless areas
filled with cardboard shacks or torn tarps held up as tents. Stray
animals will lurk about in the shadows and the robots that once kept
the area clean, will either be broken or malfunctioning. Graffiti will
mark the walls of these streets, indicating danger to the player or
forewarning them of what lies deeper in the muck of this dump.
● The bounty hunter:
○ The main character of the game will resemble a soldier of the future.
The player will be outfitted in body armor that can be augmented with
different attributes that will assist the player in performing multiple
tasks. At the start of the game the player will have a chance to take
advantage of the customization feature of the game by altering their
appearance and gender. However, the character will be human with
no exceptions.
● NPCs:
○ There will be a variety of characters roaming about the world and
interacting with other NPCs. Some of these characters will be “cloned”
humans also known as dupes. Another set of civilians will use
enhanced cloned body parts known as D.M.A (Drastically Modified
Anatomy). Others will be 100% all natural human beings. Rich and
wealthy citizens will dress in sophisticated attire: dresses, suits,
button-ups, polo’s, holo-accessories. As for the less fortunate they will
scrap to wear whatever they can: shreds of clothing, old dirty clothes
that are stained by dust and dirt. Wealthy citizens will give off a
pristine appearance while the low-income citizens will appear gloomy,
withered, and tarnished. Those that are in-between such as the
D.M.A’s will spice up the scene with a retro look. Some of the DMAs
will be among the wealthy class and of the lower income citizens.
What's unique about the DMA population is that they don’t
discriminate based on your income. They are like one big family.
● Weaponry:
○ The majority of the weapons will resemble traditional weapons
featured in games like Call of Duty and Battlefield (Contributors, 2014). Some of the weapons will have advanced abilities. Certain
weapons will fire energy charged rounds and some will have high
damage explosive rounds. There will be a variety of ammunition to
suit the player's preference.
b. Explain the rationale behind the decision (why this
feature/element/concept/mechanic?).
● Setting:
○ The setting of the game was chosen to give the feel that society has
evolved at the expense of exhausting a lot of the planet's resources.
We wanted to show that civilization had to unify in order to withstand
the harsh climates of the planet after using up all its resources. Most
of the land has become dried up deserts or radiation fields from all the
chaos over the past three decades. Cities grew larger thanks to trillion
dollar corporations. The world itself is now ran like a large business.
Those that could afford the fancy expensive lifestyles prospered in the
core of the cities. While those that are less fortunate try to find their
place among them in the suburbs. In-Between the city zones, the bold
take up refuge along cliffs and well traveled paths, bartering and
pillaging from those that attempt to pass. This idea comes from Red
Dead Redemption (JackDeGroet, 2011).
● The Bounty Hunter:
○ After reviewing the trailer for the title, team Schooner agreed that it
would be a good idea to feature a playable character that is either a
clone on the run, a bounty hunter, or a human caught between the
madness. After many hours of debating and brainstorming we
finalized our decision to allow players to play as a bounty hunter.
When thinking of a bounty hunter games like Fallout 3 inspired the
concept art for the character because of the full suit of armor you can
obtain during the game. However, we didn’t want to make our
character appear like a tin man and thought it would be a good idea to
slim down the player’s armor to mimic Mass Effect’s armor style.
● NPCs:
○ The population of the game will try to stick to modern day human
anatomy besides the DMAs. The idea of DNA splicing came from Island
of Dr. Moreau when the scientist crossed animal genes with human
anatomy(Movie Trailer Graveyard, 2012). In our title we wanted to
explore this idea as a new trend for the future. Body modifications will
be like the new tattoo and piercing obsession. Resulting in citizens that
remind you of the book by H.G. Wells Island of Dr. Moreau.
● Weaponry:
○ As for the selection of weapons the art design hasn’t been finalized. At
the moment we will go with a traditional approach to the weapons
with very few modifications that show signs of enhancements made
through time that can be found in Halo or Gears of
War(ThunderTekno, 2012). As for the devices used by the player such
as the grappling hook and traps, they will show vast improvements
from their modern day design. Evolve is a title that features advanced
traps and that is along the lines of what we will like to use.
c. Provide the research supporting the each design decision’s viability (APA formatting
required for all references).
Contributors (November 2014) Call of Duty: Advanced Warfare. Retrieved August 11, 2015,
http://www.ign.com/wikis/call-of-duty-advanced-warfare/Weapon_Attachments.
Faivre, J. (March 2012) Mass Effect 3 All Weapons and Armors UNLOCKER + new custom
armors. Retrieved August 11, 2015, https://www.youtube.com/watch?v=ldtxMlx6QJw
JackDeGroet (April 2011) Red Dead Redemption - Thunder storm. Retrieved August 11, 2015,
https://www.youtube.com/watch?v=zl9aN3NOvzk
Movie Trailer Graveyard (July 2012) Island of Dr. Moreau, The (1996) - Theatrical Trailer.
Retrieved August 11, 2015, https://www.youtube.com/watch?v=5QagEozqPZs
ThunderTekno (April 2012) Gears of War 3 - Horde Mode (Waves 1-50). Retrieved August 11, 2015,
https://www.youtube.com/watch?v=VvEBq6lmJx8
Vanord, K. (October 2008) Fallout 3 Review. Retrieved August 11, 2015,
http://www.gamespot.com/reviews/fallout-3-review/1900-6200093/
4. What will the game sound like with that kind of art direction?
a. Explain the design feature/element researched.
● Setting Audio:
○ The audio will consists of ambient type music playing in the
background throughout the surrounding areas that the player will be
in. The music can change depending on what the player is doing within
the environment and it will bring anticipation for the player knowing
that something is about to happen. The music will remain calm and
mellowed out while roaming around and looting, but get louder and
more intense as something is about to happen. When the player gets
close to their bounty, the music will become intense as the player has
to chase their bounty down and it will make the player feel like they
are really there themselves. There will be sounds of cars passing by
and horns honking that will echo through the city. The sound of fire
crackling will echo through as the player passes by areas with
homeless people standing around a fire. The sounds of dogs barking
and the sound of cats jumping on window ledges. The sound of
people’s voices will be heard as the player passes by them. The halo
game series focuses on audio like we would want to by changing up
the tone of the audio as things are happening within the game (Glenn,
n.d.). Adaptive music is what we are going for and one way is having
the music let the player know that something is about to happen and
that they may be about to enter a fight ("Psychology of Sound - How
sound in video games has evolved," n.d.) .
● The Bounty Hunter Audio:
In Protophane, the bounty hunter will have sound effects for when
they are interacting with the environment around them. Sound effects
will be included when the player is looting, driving, walking, running,
and using any type of weapon. There will be audio that accompanies
the player’s actions as they play the game ("Virtual Character Design
for Games and Interactive Media - Robin James Stuart Sloan - Google
Books," n.d.).
● Weaponry Audio:
In Protophane, there will be sound effects for when the player selects
a weapon of choice, firing the weapon, and reloading the weapon. If
the player has a knife, there will be slicing sound effects when the
player uses the knife. There will be a sound when the player is
selecting between their primary weapon and their secondary weapon.
When it comes to the weapons we want to have sounds that will be
consistent with the weapons like when the ammo runs out, there will
be a loud
ping noise that will echo letting the player know that they need to
reload ("Top Ten Most Iconic Video Game Sound Effects Of All Time
[Update] - Joystick Division - Videogame news, features and reviews,"
n.d.).
● UI System Audio:
The main menu will have sound to it as well. The player will hear a
“bleeping” sound effect as they go through their selections and a
“bleep” sound when they choose their selection. Sound in the menu is
a way to provide feedback to the player convincing them that they are
actually doing something in the virtual world ("Aaron Marks Special:
Function of Game Sound Effects | Designing Sound," n.d.).
b. Explain the rationale behind the decision (why this
feature/element/concept/mechanic?).
● Setting Audio:
This type of audio was chosen because it blends in with the
environment that surrounds the player. It is reminding the player of
the type of city they are in and that’s a city that is filled with different
types of areas. We wanted audio that gives the setting around the
player a feel of realism and has the player believing that the
environment around them is of different people and places. We
wanted sounds that echo through of a city and what goes on within it
whether its cars going by or people talking around you.
● The Bounty Hunter Audio:
We wanted the character in the game to have sound features of their
own. We wanted to bring realism to the player’s interactions within
the
environment. When the player is walking and running, we want them
to
hear that. Any interaction that the player has with the environment,
we
want them to hear the sounds of everything that they are doing.
● Weaponry Audio:
With the weapons, we want the player to be able to hear when they
are interacting with the weapons. If they shoot the gun, we want them
to hear the sound of a gunshot or when they are reloading, the player
will hear that. We want the player to know when they pick up a gun by
the sound effect that echoes out.
● UI System Audio:
We wanted to also add audio in the menu just to enhance the menu
more by having sound effects when the player interacts with the
choices.
c. Provide the research supporting the each design decision’s viability (APA formatting
required for all references).
Aaron Marks Special: Function of Game Sound Effects | Designing Sound. (n.d.). Retrieved August 11,
2015,
http://designingsound.org/2010/10/aaron-marks-special-function-of-game-sound-effec
ts/
Glenn, R. N. (n.d.). 25 Greatest Musical Tracks From The Halo Series. Retrieved August 11, 2015,
http://whatculture.com/gaming/25-greatest-musical-tracks-from-the-halo-series.php
Psychology of Sound - How sound in video games has evolved. (n.d.). Retrieved August 11, 2015,
http://www.amplifon.co.uk/resources/playing-with-your-mind/
The Top Ten Most Iconic Video Game Sound Effects Of All Time [Update] - Joystick Division -
Videogame news, features and reviews. (n.d.). Retrieved August 11, 2015,
http://www.joystickdivision.com/2011/01/the_top_ten_most_iconic_video.php
Virtual Character Design for Games and Interactive Media - Robin James Stuart Sloan - Google Books. (n.d.). Retrieved August 11, 2015, https://books.google.com/books?id=rI_YCQAAQBAJ&pg=PA44&lpg=PA44&dq=characte r+sound+effects+articles+games&source=bl&ots=mqiM16widS&sig=Hg1PSczWPBG5dpK tkFzI18iZ66M&hl=en&sa=X&ved=0CEYQ6AEwBmoVChMIuoTyuaaixwIViTiICh2cugkq#v=
onepage&q=character%20sound%20effects%20articles%20games&f=false
5. What does the player do?
a. Explain the design feature/element researched.
● Weapons - Firearms and Traps:
○ We allow the player to harm anyone, which includes:
a. Enemies (Clones, D.M.As and other hunters)
b. NPCs
c. Animal/Human companions
The player will have access to a pistol and shield, at the beginning of
the game, which, after completing bounties and cash, they will have
access to more varieties of weapons. These weapons include:
1. Pistols.
2. Carbines.
3. Assault Rifles.
4. Sniper Rifles.
5. Machine Guns.
6. SMGs.
7. Shotguns
Depending on the actions of the player, they will gain reputation,
which is another way to access more variety of weapons. These
weapons that are accessible to the player, will depend on the actions
they take during missions and when not on missions, these weapons
include lethal and nonlethal weapons. All of these weapons are also
upgradeable, making them more deadly or capacitating their target
faster. These changes aren't permanent; the player can change them
at any terminal. Weapons aren’t the only means the player can use to
get their bounty, they will also have access to traps that can weaken,
slow down or even kill their bounty.
There are different types of traps that the player can place or activate.
They are the wire trap, bear trap and grenade trap types. All of these
have different functions and effects such as:
1. Wire Traps: These traps takes time to place for the player and
will trigger only to the target. This trap can either trigger a
grenade (damaging them or incapacitate them), trip them
(slow them down) or alert the player (tracks their position in
the map).
2. Bear Traps: Trapping the target and damaging them for a
period of a time.
3. Grenade Traps: Grenades that can either damage or cause an
effect. These effects are: smoke, poison smoke and stun
smoke.
● Weapons - Gadgets:
○ Players will also use other means in getting an advantage to their
bounty such as: using a grappling hook that propels the player
forward, which also have upgrades that are available to make it
stronger and/or add in extra functions, using a tracking system that
gives the player the ability to see in the dark (night vision), see heat
signatures (thermal vision) and GPS tracking that locates their target if
they were hit by a tracking gun.
● Shields:
○ Players will start out with a basic shield that will only resist a few hits
until it breaks. When a shield breaks, they will receive a recall that will
push them back by the force and they will need 1-3 minutes to
recharge, depending on the shield they have. Shields will come in
different sizes, how much they can resist and functions.
Shields come in small, large and full body. Small covers only a small
portion of the player’s body, they can resist medium amount of
damage, but the player can shoot while defending. Large shields can
resist high amount of damage, but the player cannot do anything else
but defend. Full body shields resist small amount of damage but the
player will be able to shoot regularly and have protection on all sides.
These shields can have an extra functionality, such as: bullet
absorption, bullet repel and a second coat of shield.
● Hover Bike and Driving:
○ The player will have access to a hover bike, which the player obtains at
the beginning. This hover bike is exclusive to the player and can only
be driven by the player, meaning that the player can’t drive any other
vehicles except his or her own. The player will not be able to do any
actions other than driving, but the player will be able to buy
modifications that will let them shoot: bullets and grappling hooks.
● Looting:
○ Players will able to loot cabinets, containers, drawers, boxes and
bodies, if the player decides on killing the bounty. What the player is
able to obtain regularly are bullets, cash and sellable items. Players
will also acquirer reputation based on how the player obtains loot, if
the player goes inside houses or buildings that have other characters
inside and see the player loot, they will gain a bad reputation. Also, if
the player kills their bounty and loot their bodies, they will gain even
more bad reputation.
● Animal/Human Companions:
○ The player will have the option to gain companions that will help them
throughout the game. These companions can either be humans or
animals, and depending what they are, they will have different
functions:
■ Animal Companions: These companions come in 3 different
species: Dogs, Cats and Birds. Dogs can track enemies with
their smell and will alert the player if they are nearby, they can
also attack the enemy if ordered, causing medium damage.
Cats have a great sense of hearing and have night vision, which
will pinpoint enemies on the run and in the dark, they will also
attack if ordered, causing small damage. Birds can pinpoint
enemies in the air and will alert the player via the tracking
system about their whereabouts, they will also attack the
enemy if ordered, doing a hit and run tactic, causing medium
damage.
■ Human Companion: These companions will follow commands
ordered by the player. They will also have back up weapons
and items that the player can give to them to hold in
emergencies. They will only use weapons assigned by the
player before missions.
● Reputation and Titles:
○ The actions the player does when capturing a bounty will affect how
other characters interact with the player. These actions will also affect
what type of missions the player will receive and which ending the
player will unlock. The actions the player does when capturing a
bounty are:
■ Letting the bounty free: This action will result in the player not
earning money from a bounty that has the player capture the
bounty alive or dead. They will also gain reputation, which will
unlock missions that asks to rescue bounties.
■ Capturing bounties alive: This action will result in the player
getting the reward of capturing the bounty alive. Gaining
reputation and cash, while also unlocking missions that are
specifically about capturing bounties alive. Capturing bounties
alive come in 3 different tiers: no damage, medium damage
and high damage. This will also affect how much reputation
and cash the player will gain.
■ Capturing bounties dead: This action will result in the player
getting the reward of capturing the bounty dead. Gaining
reputation and cash, while also unlocking missions that are
specifically about capturing bounties dead. Capturing bounties
dead come in 2 different tiers: Dead without looting their
bodies, and dead looted body. This will also affect their
reputation and cash they will gain.
Reputations will affect what type of missions the player has access to
and will also affect how the public sees the player, resulting in side
missions the player can do and factions they can join.
The player will gain titles based on their actions and will evolve each
time the player completes a mission or actions displayed out of
missions.
b. Explain the rationale behind the decision (why this feature / element / concept /
mechanic?).
● Weapons:
○ We decided on giving the player the option to use any means
necessary in getting their bounty, by using lethal or nonlethal weapons
like in Splinter Cell series (Gamasutra, 2014). Players will have to get
their bounty and the only way to do is is by using weapons that will
either kill or incapacitate them, just like in Evolve (Business Wire,
2015). Players will also use other weapons called gadgets that will help
the player in certain situations: such as getting to high to reach places
and being able to track their targets.
● Shields:
○ Shields are a way for the player to protect themselves from attacks.
This way, players can protect themselves if they so choose so.
This is based on shields from Call of Duty’s riot shield (Gamasutra,
N.D.). Small shields are from The Elder Scrolls series and full body
shields are from the Borderlands series (Nutt, 2011).
● Hover Bike and Driving:
○ Hover Bikes are a way for players to roam in the world faster and
cover more ground when on missions, which will act like the
HoverBike from Destiny (McWhertor, 2014). The player will be able to
do other actions when modifications are added to their hover bike
that will let the player shoot and grapple their targets just like in the
Just Cause series.
● Looting:
○ Looting in Protophane will act the same way as in Borderlands and The
Elder Scrolls, with the player being able to loot anywhere and in any
place but will affect how others sees the player, like in The Elder
Scrolls (Ash, 2011), players are able to loot bodies of dead characters
that they have killed are killed by someone else, just like in the
Borderlands series (Nutt, 2011).
● Animal/Human Companions:
○ Companions will act like in Fallout, with the player being able to order
them to do tasks (Good, 2009). Players can also issue weapons to their
human companions and hold items, just like in The Elder Scrolls
(Hughes, 2011). Animal companions will also act how the pets in
Evolve act, giving the player ways to track their targets.
● Reputation and Titles:
○ Reputation is a way to give different missions to players based on how
they player and also affect the story progression. Reputation will act
as a combination of how Fallout keeps track of the player’s actions and
how The Elder Scroll story progress on what the player does, and how
others see them as (Schwarz, 2011).
Titles will be bestowed to the player based on their reputation and
missions they have completed, just like in Neverwinter and World of
Warcraft (Harper, 2014).
c. Provide the research supporting each design decision viability (APA formatting
required for all references).
Ash, (December 03, 2011) Skyrim: Saving the Best for Bad – Does Skyrim Reward Players for Being
Evil?.
Retrieved from Nerdappropriate.com:
http://www.nerdappropriate.com/2011/12/03/skyrim-saving-the-best-for-bad-does-skyrim-r
ew
ard-players-for-being-evil/
Business Wire, (March 31, 2015) Evolve™ Adds ‘Behemoth’ Monster, Four New Hunters, and More.
Retrieved August 11, 2015, from:
http://www.businesswire.com/news/home/20150331005093/en/Evolve%E2%84%A2-Adds-%
E2
%80%98Behemoth%E2%80%99-Monster-Hunters#.VcpxMxNViko
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es_in_Skyrim_All_Setup_No_Payoff.php
6. Customization Aspect
a. Explain the design feature/element researched.
● Customization will be a huge part of Protophane. We want our character be
completely customizable in every way. We want the player to have complete
control over their character’s design from being able to change the hunter’s
clothes to their attitude towards the outside world. Sunset Overdrive will be
our main source of inspiration when it comes to character customization. In
Sunset Overdrive, the player had complete control over the design of the
character’s clothes, hairstyles, accessories, and even body type and gender
that created a unique character for each person that played the game (Lejacq,
2014).
● On top of being able to customize your character, we want our players to be
able to customize everything that their character interacts with. Your dog
companion will play a huge part in the game, change his features to make him
your own. We want a wide variety of dog breeds as well as color pallets for
your loyal companion.
● Next, you spend a lot of time on your hover bike, you might want to deck it
out with flaming skulls, or paint it all pink to match your outfit. Decals, color
pallets and even different styles of engines and hover bike frame are available
to create a truly unique way of getting around the cities.
● Lastly, we want you to be able to customize your weapons. There will be a lot
of cash thrown your way when you complete bounties, so you’re going to
need to spend it. We drawn a lot of inspiration from the Army of Two series
when it comes to weapon customization. In Army of Two, players were able to
switch out different barrels, stocks, magazine size, put a shield on the front of
their gun, attach a scope, attach a silencer, you name it (Groenendijk, 2013).
We want to utilize this customization feature and really give the player a sense
of re-playability.
b. Explain the rationale behind the decision (why this
feature/element/concept/mechanic?).
● There are many reasons why we want such an extensive customization feature
in Protophane. One of the top reasons is that we as players want to feel
connected with the characters we play as. We want them to be our own.
Therefore, we want as much customization to the character and his
possessions to make the player really feel like their character is one of a kind.
● Re-playability is another big reason why we want customization to be so
prevalent. After the player beats the game, there would be so many things the
player could collect and buy to keep the game going years after release. This
leads to downloadable content (DLC), both free and charged, that would keep
players coming back for more. Countless games like Evolve and Call of Duty
offer DLC as a means of extra customization, extended life for the game and
extra revenue. All three things that would benefit the game in the long run.
● Additionally, with a deeper customization system, we can even customize the
way the player moves, fights and says while playing the game. Players want to
have a part in creating part of the game and feel like they have control over
what is happening. Being able to customize almost every aspect of their
character will breathe a breath of fresh air into many gamers throughout.
(Connolly, 2014)
c. Provide the research supporting the each design decision’s viability (APA formatting
required for all references).
Connolly, Denny. (March 22, 2014) Bungie Details ‘Destiny’s’ Character Customization System.
Retrieved
August 10, 2015 from
http://gamerant.com/bungie-destiny-character-customizations-nearly-limitless/
Goldstein, Hilary. (August 28, 2007) Mass Effect: Creating Commander Shepard. Retrieved August 10,
2015 from
http://www.ign.com/articles/2007/08/28/mass-effect-creating-commander-shepard
Groenendijk, Ferry. (March 28, 2013) Army of Two: The Devil’s Cartel Weapons, Guns, Outfits, and
Tattoos Guide, Retrieved August 09, 2015 from
http://www.videogamesblogger.com/2013/03/28/army-of-two-the-devils-cartel-weapons-gu
ns-
outfits-masks-tattoos-guide.htm
Lejacq, Yannick. (October 28, 2014) Tips for Playing Sunset Overdrive. Retrieved August 10, 2015 from
http://kotaku.com/tips-for-playing-sunset-overdrive-1651747942
Mahardy, Michael. (December 17, 2014) Call of Duty Advanced Warfare Customization Item Available
Retrieved August 10, 2015 from
http://www.ign.com/articles/2014/12/18/call-of-duty-advanced-warfare-customization-items
-a
vailable
Mohr, Robert. (May 5, 2013) Character Creation Review: Dynasty Warriors 7 Empires. Retrieved
August
09, 2015 from
http://gamingcreatively.blogspot.com/2013/05/character-creation-review-dynasty.html
7. Co-op Aspect
a. Explain the design feature/element researched.
● We wanted to have Protophane to have an emphasis on Co-op. There are two
different avenues of Co-op for Protophane - different if you are playing alone
or with a friend. If you are playing alone, your bounty hunter will have his dog
companion to assist him/her with everything searching for loot and items to
flanking the enemy and taking them down. The second player will not have as
much firepower as the main character, but will be small and nimble so they
can add a new element to the game (Puleo, 2009). The second player also
opens up new opportunities for specialized traps and weapons.
b. Explain the rationale behind the decision (why this
feature/element/concept/mechanic?).
● There is a lot of games that are shying away from co-op style gameplay, but
there are still a small group that still hold it near and dear. Games like Fallout
3 and 4 have you play along side of companion characters to help you along
your journeys. The most popular companion is a dog that stays with you
through thick and thin. Having a companion in hard times makes difficult
challenges a bit easier with a furry friend by your side.
● In Army of Two, there are times when one of the characters can attract the
attention from the enemies while the other teammate flanks the enemies and
take them out (Puleo, 2013). This is a mechanic that we want to take
advantage of as well as many other co-ops driven gameplay.
● As far as co-op with another player, there is so much more opportunities that
a designer can have with more than one protagonist. In games like Hunter:
Demon’s Forge, teamwork is a huge part of the gameplay. You have to work
together with your ally to defeat your enemies and even have combination
attacks (Holder, 2011).
c. Provide the research supporting the each design decision’s viability (APA formatting
required for all references).
Anderson, Lark. (September 22, 2009) Resident Evil 5 review, Retrieved August 10, 2015 from
http://www.gamespot.com/reviews/resident-evil-5-review/1900-6228853/
Holder, Wayne. (March 13,2011) Pax East: ‘Hunter: Demon’s Forge’ Hands-on, Retrieved August 10,
2015 from
http://gamerant.com/hunted-demons-forge-preview-bethesda-pax-east-hold-73249/
Meunier, Nathan. (August 3, 2012) Orcs Must Die Review, Retrieved August 10, 2015 from
http://www.gamespot.com/reviews/orcs-must-die-2-review/1900-6390210/
Puleo, Nick. (April 1, 2013) Army of Two: The Devil’s Cartel Co-op review, Retrieved August 09, 2015
from
http://www.co-optimus.com/review/1211/army-of-two-the-devil-s-cartel-co-op-review.html
Puleo, Nick. (March 15, 2009). Resident Evil Co-op Review, Retrieved August 11, 2015 from
http://www.co-optimus.com/review/166/page/1/resident-evil-5-co-op-review.html
Tyler, Sam. (August 17, 2013) Splinter Cell: Blacklist Co-op Review, Retrieved August 10, 2015 from
http://www.co-optimus.com/review/1277/page/1/splinter-cell-blacklist-co-op-review.html
8. Competitive Multiplayer Aspect
a. Explain the design feature/element researched.
● Game Modes:
○ Team Deathmatch
■ Original - The original team deathmatch mode features human
players battling against one another in a five versus five
match. There will be two teams each match. To distinguish the
difference between teammates you will either be on a team of
bounty hunters, clones (humans), or DMA’s.
■ Innovative - This version of team deathmatch will contain all
the same aspects of the original mode except players will start
the match with a set amount of money to customize their
gear. This will give players a range of options on how to begin
the match and as they earn credits through killing their
enemies or detaining them (non-lethal takedowns or captures)
they can upgrade their equipment and purchase more
weapons. Five versus five game mode.
○ Survival
■ Search and Destroy - This mode features human players versus
A.I. controlled opponents. The purpose of search and destroy
the players will compete against one another as bounty
hunters trying to complete a list of bounties before the other
players finishes their very own bounties or time expires.
Incentives are given to players that complete the bounty
according to the requirements of dead or alive but be warned
some players may have the same target but different
approach in mind. 5 players.
■ Freedom Fighter - In this game mode players will take on the
role of the ultimate clone. Your mission is to survive all the
possible traps, enemy fire, and danger from the environment
until the time expires. This is a progressive mode and gets
longer and harder with each round. 5 players.
○ Deathmatch
■ Original - Features all the same abilities and weapons as the
team deathmatch mode except you are on your own. Good
luck and happy hunting. Up to 10 players per match.
■ Innovative - Features the same abilities and weapons as the
team deathmatch mode. One exception to this mode is that
there will be innocent A.I. bystanders throughout the area to
deceive the players looking for one another. Stay sharp
hunters. Up to 10 players per match.
○ Hide and Seek
■ This game mode will feature players versus players in a classic
predators versus prey concept. Just like Search and Destroy
but all human players. Five versus five players.
○ Sabotage
■ This is a traditional game mode that pits teams against one
another to disarm each other’s strongholds and potentially
release their captured clones. Player teams will consist of
DMAs or bounty hunters. First team to release five clones wins
or the team with the most releases before the time expires,
wins.
b. Explain the rationale behind the decision (why this
feature/element/concept/mechanic?).
● Team Deathmatch
○ Most First person shooters feature a game mode that allows players
to play alongside of their friends or with complete strangers. We
wanted to provide the opportunity for cooperative competition. The
classic mode also known as original is a way to allow players to enjoy
the feature like another other game but the innovative game type will
sample elements from Splinter Cell Blacklist and Perfect Dark Zero( Veselka, 2013).
● Survival
○ Even hardcore first person shooters feature a game mode where
players can team-up with others to play against the A.I. This game
mode was selected to give players a thrill of competing but minus the
threat of unpredictable players. This idea came from Gears of War
horde mode (ThunderTekno, 2012).
● Deathmatch
○ How could you have a first person shooter that doesn’t feature a game
mode of going lone wolf? This mode is featured in the list of game
types to satisfy the thrill of going in alone. This Idea generated from
Call of Duty Modern Warfare, Halo and Destiny (TheRelaxingEnd,
2014).
● Hide and Seek
○ Why allow the A.I. all the fun of hunting your friends. Take this
opportunity to join in on the chase or run from your friends, your
choice. This game mode mimics the wanted game mode from
Assassins Creed Black Flag(Lewis, 2013).
● Sabotage
○ Got this game mode idea from Plants versus Zombies: Garden
Warfare(Dana, 2014). Instead of one team defending while the other
team tries to destroy or capture their base, both teams will be trying
to tear down each other’s base.
c. Provide the research supporting the each design decision’s viability (APA formatting
required for all references).
Dana, S (June 2014) Game modes in Plants vs. Zombies Garden Warfare. Retrieved August 11, 2015,
http://help.ea.com/en/article/game-modes-in-pvz-garden-warfare/
Dark, Aeon (June 2015)Perfect Dark Zero 2015 xbox one online footage (pre Rare Replay).
Retrieved August 11, 2015, https://www.youtube.com/watch?v=n3-z-_5A1E8
Lewis, Anne (September 2013) Assassin's Creed IV Black Flag - Killing it in Multiplayer.
Retrieved August 11, 2015, http://blog.ubi.com/assassins-creed-iv-black-flag-multiplayer/
TheRelaxingEnd (September 2014) Destiny Rumble PvP Gameplay (Free For All) - Multiplayer
Crucible. Retrieved August 11, 2015, https://www.youtube.com/watch?v=IKxspUiMoXQ
ThunderTekno (April 2012) Gears of War 3 - Horde Mode (Waves 1-50). Retrieved August 11, 2015,
https://www.youtube.com/watch?v=VvEBq6lmJx8
Veselka, D. (August 2013) Splinter Cell: Blacklist - Spies vs. Mercs Multiplayer Review.
Retrieved August 11, 2015,
http://mp1st.com/2013/08/29/splinter-cell-blacklist-spies-vs-mercs-review/#.VcqQcM5k6k
Q
9. What platform is the game targeting?
a. Explain the design feature/element researched.
● Protophane will be a cross platform title that will release on the Xbox One, the
PS4 and the PC. The multiple areas to promote Protophane will create the
best chances for the optimal amount of sales. The PC version will be
distributed through Steam to reduce expenses like discs.
b. Explain the rationale behind the decision (why this
feature/element/concept/mechanic?).
● It is common practice in the gaming industry to release on all of the major
consoles as well as the PC to allow everyone the chance to play Protophane.
While the PC originally was the home of first person shooters (Harman, n.d),
the consoles have adopted them to great effect (Howson, 2010). Being able to
have flexibility in how we distribute Protophane, along with the flexibility to
choose how to play it is the best way to please the player. Since some people
have preferences to what machine they play on, having multiple choices will
give the greatest chance to please the most people.
● Action shooter games are very popular on the consoles as well. About half of
all console games in 2014 were shooting games and action titles (Cowan,
2015). There are even peripherals that players can buy to enhance their
shooter experience across consoles like the keyboard controller adaptation for
the PS4 (Wood, 2015).
● The social aspects of each machine are unique which causes spheres of players
on each system (Lingle, 2014). Each social network is another tool that can
help further the exposure of Protophane beyond what we could expect on a
single system.
c. Provide the research supporting the each design decision’s viability (APA formatting
required for all references).
Cowan, D. (2015, June 26). Half of all console games sold in 2014 were shooters or action
titles.
Retrieved August 10, 2015, from http://www.digitaltrends.com/gaming/
action-shooters-top-console-sellers-2014/
Harman, S. (n.d.). History Of First Person Shooters. Retrieved August 10, 2015, from
http://uk-microsites.ign.com/history-of-first-person-shooters/
Howson, G. (2010, September 21). Are consoles really better than PCs at shooter games?
Retrieved August 10, 2015, from
http://www.theguardian.com/technology/gamesblog/
2010/sep/21/are-consoles-better-than-pcs-at-fps-games
Lingle, S. (2014, July 18). The best console 'Titanfall' players took on a PC team, and
here's what happened. Retrieved August 10, 2015, from http://www.dailydot.com/
esports/titanfall-exertus-free-refills-pc-console/
Wood, C. (2015, July 27). Prefer PC over console for first-person shooters? This PS4 controller
could change that. Retrieved August 10, 2015, from http://www.gizmag.com/
hori-tactical-assault-commander-4-keypad-mouse-ps4-details/38634/
Please see Research Notes for additional research.