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7/30/2019 Game Design - Brook Driver
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Theme Nightlife
Brook Driver
Table of Contents (remember to right-click and UPDATE TABLE when
finished editing)
Introduction ............................................................................................................... 1Design History ............................................................................................................................................................ 1Vision Statement ....................................................................................................................................................... 2
Logline............................................................................................................................................................................... 2Synopsis ............................................................................................................................................................................ 2
Game Description ..................................................................................................................................................... 3
Formal Elements ......................................................................................................... 4Objectives ..................................................................................................................................................................... 4Gameplay Description............................................................................................................................................. 4
Tutorial ............................................................................................................................................................................. 6Character Selection ..................................................................................................................................................... 7Conflict/Argument ...................................................................................................................................................... 8Challenge/Procedures ............................................................................................................................................... 8Outcomes.......................................................................................................................................................................... 8
Dramatic Elements ...................................................................................................... 9Characters .................................................................................................................................................................... 9
PCs ....................................................................................................................................................................................... 9NPCs ................................................................................................................................................................................... 9
Story ............................................................................................................................................................................ 10
Implementation ............................................................... Error! Bookmark not defined.
Reflection ................................................................................................................. 10Dissoi Logoi .............................................................................................................................................................. 10Composition ............................................................................................................................................................. 10
Introduction
Design History
This game is based around games that I used to enjoy playing in which you were the
all powerful figure and you create a world that virtual people react to. You build a
scenario/a world for the virtual people to inhabit, your decisions of what to build,
where to build it, as well as numerous other variables creates an individual set of
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circumstances that effect the way the inhabitants react. Your aim is for the most
prosperous outcomes. It is very influenced by games like Rollercoaster Tycoon,
Theme Hospital and The Sims. The actual idea for what it was that I wanted to try to
control came from contemplating the difficulties that a mayor must have whilst
trying to balance a successful nightlife in his/her town with keeping it safe and clean
etc. This came from the amount of people that I hear complaining about nightlife
here in Columbia, so many people have a negative opinion but the reasons stretch
from too many gangs, to not enough diversity in the bars, to not enough live music
to only students being in the bars. I always wonder if these people who complain
recon that they could do a better job of keeping the gangs off the streets and
weighing up all the other variables that go into make a town safe and clean, whilst at
the same time fun and interesting for as many people as possible.
Vision Statement
Logline
Theme Nightlife is an interactive fiction game that teaches the player the difficulties
of building and running a prosperous towns nightlife, players must build a thriving
party scene that attracts a crowded nightlife and therefore a prosperous economywhilst controlling the dangers that come with this.
Synopsis
The basic idea of the game is to make a downtown area of a city as great a night out
as you possibly can by attracting as many people and making them have as much fun
as possible. This is with the purpose of making money, making the people have fun
and boosting the local economy. The player must manage the costs that the public
purse must shoulder in order to keep the sim-partiers happy and to make sure that
they keep coming back night after night. The eventual aim is to make your city
renowned as the best party town in the country. The game is marketed at people
that enjoy the challenge that games like this entail but are also interested in the
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party scene so in general an older audience that might play similar games like
Theme Hospital or Rollercoaster Tycoon.
I say an older audience because lots of the problems that you are dealing with are
things that kids do not know about. Gangs, prostitutes and drug dealers, whilst not a
focal point of the game, could be a potential problem for your society as well things
like people getting too drunk and vomiting and/or passing out in the street. For this
reason the game will have an age rating where kids under fifteen are not allowed to
play.
Game Description
The game starts with a run down, undeveloped area of town with one bar, one tacky
restaurant and a street performer. You start with a bit of money that you have been
allocated and a message from the governor that he wants you to turn this place into
a thriving social area of town. You must spend this money wisely as all of your
income is going to depend on what you build. Each daytime jumps past in a matter
of seconds but is a chance to make alterations to your town, then the night, which
starts at 6.30pm, is when the first people start to turn up to enjoy what downtown
has to offer for the night. At first it is just a few people who come to the restaurant
and a few to the bar but the more attractions you build the more people will come
and the more revenue you will acquire.
The more you build however the more problems you must manage and difficulties
you must mediate, each decision you make causes an effect that you have to deal
with appropriately, a simple example would be that the more people start coming to
town the more trash cans you must build and the more street cleaners you must
employ. The player must manage their funds appropriately to make the experience
of all the sim-partiers as good as it can possibly be, if there is a lot of litter in thestreet then people are less likely to enjoy their night out and are less likely to return.
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Formal Elements
Objectives
Objectives:
- Bring as much local business to your town
- Make large amounts of profit
- Keep the sim-partiers happy
- Keep the residents of the town happy (i.e. turning the whole place into a string of
brothels and strip joints will not keep the locals happy and you will have local
committees of residents complaining, sometimes even marching in the streets!)
- Rise up the rankings as the best party town in the country.
-Not get sacked if public opinion gets too low (this is rare).
Gameplay Description
The idea of the game is that you have complete control over the running of the town
and what can be built. All of the things you can build can be built in different sizes to
cater for the needs and numbers of people, if you build a nightclub too big and there
are not enough people to fill it then the sim-partiers will leave dissatisfied AND you
will lose money, if you build it too small or there are not enough night clubs thenthere will be long lines and again people will leave dissatisfied, HOWEVER you will
still make money but less people might show up the next time. Here is a list of the
things that you can build:
Restaurants:
-More High End : Sushi, Italian, Steak House, Tapas Bar, Chinese
-Fast Food outlets. pizza fried chicken burritos chilidogs - burgers
Bars (College Bars, Irish Bars, Cigar Bars, Hookah Bars, Jazz Bars, Pubs)
Nightclubs (you can choose what music they generally play on different nights
between chart music, disco, Motown, house, Drum and Bass, Electronic, garage, Hip
Hop and Dancehall.)
Gay Nightclubs
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Music Venues: variables on this what kind of music they are playing, how big they
are and how much they pay the acts (bigger acts mean more for tickets but cost
more to get to play obviously)
Casinos
Strip Clubs/Brothels
Liquor Stores
Supermarkets
Temporary Structures (circuses, fares, Night markets, temporary food stalls)
Transportation (bus shelters, train station)
Parking
Taxi Ranks
Cash Points
CCTV
Garbage bins
What you decide to build will have an effect on the atmosphere of the town on a
night out. More nightclubs might mean a younger crowd but could also mean a
larger drug problem which would mean you would need to employ more police.
More College Bars could result in problems like underage drinking and fights in thestreet. More Fast food outlets can result in more garbage and less public transport
can mean more drunk drivers.
Another Variable that you have control over is some of the laws. You get to dictate
what time the Bars and Clubs can stay open until, if there are still big crowds then
you can make them later though this leads to employing more people and the later
the crowds stay the more drunk they become which obviously leads to more
problems, however it also leads to them spending more freely.
You get to decide what the police put their focus on, whether they are lenient with
open containers or strict, whether they spend a lot of time dealing with underage
drinking (which makes money off drinking tickets but empties college bars) or
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whether they focus more on the gangs that could potentially cause trouble that
would scare away partiers from coming to your town.
Something else that you can have an option of doing is holding certain party events
such as st patricks day or Christmas fares. These cost more money but raise themood of the people and can mean more people coming to the town as a result of
them.
Tutorial
There will not be a tutorial as such but more of a series of pop ups that are speech
bubbles of opinions from various people throughout the game. The first one will set
you up for your overall objective. It will say; Verdict from Town Meeting: The town
has decided that the downtown area needs to become more attractive to put us on
the map. $200,000 of state funds has been allocated to renovate it. Get started!
You will have an advisor of sorts who gives you helpful hints and warns of potential
dangers of things that you might choose to do. You will also have less friendly
feedback coming from all angles including bar managers unhappy about things like
open container laws and town committees that want to throw their two cents in.
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Character Selection
The character you play is the omnipotent town mayor/overlord who does have the
power to literally pick individual people up and drop them around.
This image above is taken from Rollercoaster Tycoon and is how I imagine the sim-
partiers to look like. Whilst you can not control what these people are doing you
can pick them up in much the same way that you could in this game and move them
around. This does not change their feelings but is a way that you can move street
cleaners to bits of garbage and street performers to different areas etc. Also when
you click on the sim-partiers you can read a brief report on how they are feeling.
This will say just one of their thoughts, such as there are a lot of shady peoplearound but it will also display their level of enjoyment and inebriation.
http://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&docid=4pNwhZSgHsYZcM&tbnid=gjbz012O9r_b1M:&ved=0CAUQjRw&url=http://www.reddit.com/r/adviceanimals/comments/15w2iw/&ei=a0RwUdecAobu9ASO94CIAw&bvm=bv.45373924,d.eWU&psig=AFQjCNFnVmtGnMUglvWoxnXJ3MtFnQ8apQ&ust=13663984030829297/30/2019 Game Design - Brook Driver
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Conflict/Argument
There are many conflicts that you have to negotiate in order to keep the town thriving.
Problems will arise trying to make the town as fun as possible but also keeping it safe
and also keeping it profitable. Warding off gangs may cost the public purse but might benecessary in order to keep people from being afraid on the night out. Getting people
drunk by having bars and clubs might keep peoples level of fun high but their level of
safety low and their propensity to either commit crimes, get in fights, vandalize or vomit
on the street will go up. This again costs with more policing and more street cleaners.
Challenge/Procedures
The challenge is to weigh all the factors to keep the town ticking over and growing.
The more money you make the more you can build, the more you can build the more
people will come but the harder it is to manage. The challenge gets harder the
further you get in the game because there becomes so much more going on. At the
beginning you have the opinions of just a few people to cater to whereas by the end
you are trying to cater to so many different people. The beauty is that your town
could be equally successful in two different games but be completely different. In
one you may have focused on drinking culture a lot more and opened a load of big
nightclubs in which case it will be a younger crowd who will party all night. In the
other game you might have made lots of jazz bars and music venues which would
have a completely different vibe. Each has their own challenges and each would
raise complaints (the first from the older generation, the second from the younger)
but it is about dealing with these in different ways.
Outcomes
This is not a win or lose game but rather just making it as best as you can, essentially
you could continue playing infinitely as even when you become the best party town
you can keep playing and things can still go wrong (mobsters could start running
the casino and paying off the police). This could be played online and a ranking
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system made between players based on revenue, number of people the town
attracts each night and how much fun the average sim-partier has.
The outcome of the game is in line with the goal of the game. You do not win but
instead have a constant stream of complaints and complements about the work that
you are doing. This was the reason that I thought of the game because of the amount
of people that have an opinion on the area where we go on a night out, both positive
and negative. It is about creating a balance between these two as, after all, you
cannot make everyone happy.
Dramatic Elements
Characters
PCs
The PC is the omniscient town mayor that you control, the builder and law maker
for the town.
NPCs
The computer controls all of the sim-partiers that walk around the town at night
however they react in certain ways depending on what you have put in your town
and what age or sex they might be or what wexual preference they might have. All
citizens, despite having all of these differences, have no difference in their race, they
are all just an indeterminate grayish colour and race does not effect any decisions
you make. You can click on the characters in the same way you can in Rollercoaster
Tycoon and it will tell you a brief description of how they are feeling and a star
rating out of 10 on what they are thinking of the night out. for example it might say
Loved the Irish Bar! Had a few too many whiskey, Hicup.. Might be sick *****. Or
the music is too loud in all these bars ***. Or those look like gangs on the corner, I
feel threatened **.
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Story
The conclusions from weekly town meeting will pop up as a sort of guideline of
what their opinion is of whats going on. You want to keep them on side otherwise
the town will not allocate you as much money and in the worst case scenario you
can lose your job. Bar owners thoughts can pop up as well telling you their thoughts
and feelings, for example The lack of open container laws means no one is drinking
in my bar, Im Losing Money!.
Reflection
Dissoi Logoi
I guess the idea of the game is to handle your money well and cater to the needs and
desires of people in the community BUT sometimes things that the community are
opposed to might make you a lot of money and make you be able to grow your town.
For example putting in loads of strip clubs and casinos and lowering the drinking
age might bring lots of people to the town but not for the reasons that the
townspeople would want.
Composition
I think that the composition of this game is very simple. The games it is modeled on
were made in the nineties and it would not need to be better gameplay or graphics
than any of these. Their addictiveness was in their simplicity however the more
options that you have the more interesting and diverse the outcome that you can
create. The only thing that makes this great that would need work is the number of
variable situations as ideally there would be hundreds and hundreds of potentialoutcomes.
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