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7/31/2019 Task 2 - Game Treatment
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Smooth
Gaming
Presents
We believe that our game will be a huge success both with investors and the gaming public.
It is a breath of fresh air in a market full of sequels and generic game titles.
Title
Format
Genre
Market Research
Audience
Language
Territories
Content of the game
LogoKey Points
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TitleRAIP32 is the name of our game. We feel that this is a suitable title as the main
storyline of the game is about an experimental robot prototype that uses the latest
artificial intelligence systems from the Dusk Facility. The title emphasises the games
focus on the main character, Robotic Artificial Intelligence Protocol 32, also known
as RAIP32. We chose the name because it doesnt confuse the audience as to what
the game is actually about.FormatThe XBOX 360, PlayStation 3 and PC seem to be the most popular platforms for role-
playing games. The PC is especially popular since fans can create their own
modifications of their favourite games, which allows them to expand upon their
favourite virtual world. We plan to release our game on the XBOX 360, PlayStation 3
and PC platforms because they are the platforms of choice for fans of the role-playing
genre. We will allow fans to create their own modifications for the PC version of the
game. This can help drive sales since some people may be interested in the
modification but not the base game.
We have based our results on how well role-playing games sell on different
platforms. We carried out some market research where we asked people what
console they preferred and why. This then enabled us to decide which platforms
people would want to play our game on. Carrying out this market research will
benefit us in the long run by increasing sales. This will result in an increase of total
income and revenue.
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We were originally planning to only release our game on the XBOX 360 and PC
platforms but we now plan on releasing on the PS3 as well.
However, by releasing our game on all three major platforms, we have increased our
chances of making a larger profit on our game. This will then hopefully lead us on to
releasing the game on other platforms such as the Wii if the game is successful
enough.
GenreAfter our market research revealed that role-playing games are one of the most
popular game genres, we have decided to make a role-playing game. Because it is a
popular genre, the game should sell fairly well if the concept of the game itself is
appealing.
Due to the nature of role-playing games, fans of the genre tend to create online
communities where they share information about their favourite RPGs, carry out role-
play themselves and create fan work related to the game. Fans of role-playing games
typically prefer the role-play genre over other genres since it allows them to immerse
themselves and escape from reality easily.
Below is a list of some of the most popular role-playing games on the market:
TES: Skyrim Mass Effect 3 Fable 3 Fallout: New Vegas Sleeping Dogs Dragon Age Origins: Awakening
These games have inspired us and given us some ideas that we can use in our game.This will hopefully allow us to create a game that will shine in the market and offeran experience that no other game has ever offered before. This will then hopefullyencourage gamers to buy our game which then this will allow us to earn areasonable profit.
The game we have decided to make uses elements from different genres such as theoption to switch between first-person shooter and third-person shooter views.
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Market ResearchThe market research that we have carried out revealed that the genre of game that ismost played by the public is first-person shooter, closely followed by RPG and action.
We have classified our game we are creating as a sandbox RPG. The player plays in
an open world environment and is free to do whatever they want. Players can createtheir own unique character in the game, level up skills and customise it to their liking.We have also added action and adventure elements into our game as there is a lot ofaction in it. For example, there are bosses dotted throughout the game that theplayer must defeat. Also, we have included an element of adventure because theplayer has to explore cities, villages and other locations to gain knowledge of theirsurroundings.
We discovered in our research that our target demographic for role-playing games iscore and hardcore gamers. Casual gamers tend to avoid this genre since they requirethe player to invest a lot of time into the game before they begin to have fun. Our
age demographic is teenagers and adults. This is because the game is quitecomplicated. Young players would find the game difficult to understand andtherefore not fun. Also; blood, offensive language and violence are featured in thegame which is not suitable for young players. We found that gamers who enjoy RPGgames want a game that allows them to make their own decisions that have animpact on the game, customise their character and explore different story paths.
We used free source sales fingers and market research to determine which platforms
and territories we should focus on and where we should allocate our advertisingresources.
Originally, we decided that we would only produce the game for the XBOX 360 andthe PC. After further research, we decided that it would be a good idea to produce
the game for the PS3 as well since RPG games appear to sell fairly well on thisplatform.
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AudienceOur target audience will be focused on gamers above the age of 16.
We shall be focusing on core and hardcore gamers who enjoy
investing a lot of times in RPG games. We want our audience to enjoy
the game and feel compelled to spend time revisiting the game even
after they have completed it and have explored every nook and
cranny. If the game is successful, we plan on creating merchandise
based on characters and items in the game that we can advertise along
with the game that appeals to our target audience as a
commemorative of when they played our game.
Language and LocalisationThe native language and localisation of the game is British English. However, to cater
to gamers in different regions of the world, we plan on localising the game so that it
meets the needs of each region. As well as translating the voices, subtitles and in-
game text, we will also adjust some elements of the game that could be deemed as
offensive in some regions. The lip-syncing on the characters would have to be
adjusted for each language as well.
Territories
We are aiming to sell this game in as many territories as possible. The main territories
and regions that we will focus on are Europe, USA and Asia (South Korea, Japan and
China). Before the game is released in each region, the game will be privately
released to select members of religions and governmental representations of each
region for screening of potential offensive material in the game. This means we can
ensure that no offensive material is in the game. Within each territory, we shall be
directing our advertising focus on different platforms. In Asia, we shall be focusing
on the PlayStation 3, while in the USA we shall be focusing our resources towards
the XBOX 360. In Europe, we shall be focusing on both the PlayStation 3 and XBOX
360. The reason for our separate territory campaigns is down to the sales figures of
each platform. We feel we should aim for the highest selling platform in each region.
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Content of the GameOverviewThe genre of the game is a mix of role-play and sandbox. The player is an
experimental robot prototype in a dystopian world that must blend in and disguiseas a human to survive, upgrade its skills, and obtain the equipment and weapons
necessary to destroy the Dusk Research Facility.
ObjectiveThe objective of the game is to destroy the research facility that created you. To be
able to complete this objective, the player must progress through the game by
levelling up a wide range of skills that are required in order to beat the game. They
must also have the required equipment and reputation to be able to sneak into the
facility and sabotage it.
ThemeThe theme of the game is a semi-cartoon gritty dystopia. The art style uses strong
silhouettes and shading to emphasise certain features of the characters and levels in
the game. The use of colours on hostile NPCs will help highlight areas such as the
chest and their weapon to help the player easily spot enemies and the weapon they
are using. The silhouettes make friendly/hostile characters and their weapons very
recognisable even at a distance. To give the game a distinctive visual appearance, we
will take photographs of real life textures and digitally modify them with filters andby hand.
The art style is a mixture of semi-cartoon (Team Fortress 2, top-left) and futuristic dystopia
(Half-Life 2, top-right)
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The unique art style that we are using in our game will help the game stand out from
other games since it is very uncommon but attractive and distinct.
We have included a large variety of different weapons, upgrades and other items
that the player can obtain throughout the game. To add variety to the game and to
help allow players to play the game in their own way, there are both lethal (e.g.: kill)
and non-lethal (e.g.: stun, knock-out) weapons in the game. Weapons such as the
AA12 and MP5 can be purchased from one of the many shops throughout the
world. Non-lethal weapons such as the taser and the flash grenade have to be stolen
from high security facilities such as police stations. These weapons are very risky to
obtain but the reward is well worth it for the player. If the player attempts to use a
weapon without the required skill level, they will miss a lot and will be hurt by recoil
if the weapon has a kick to it.
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If the player takes damage, their health will drain the reserve battery to regenerate
health. Once the battery has been depleted, the player will no longer regenerate
health. We added this mechanic to the game because we discovered that players like
regenerating health in games and that they found having to go out of their way to
find health kits was frustrating and tedious. We found a compromise by added the
reserve battery drain mechanic. This helps encourage the player to prevent taking
damage by staying out of trouble.
To progress through the game, the player must upgrade their skills. These skills
include, but are not limited to, agility, combat and social. To level up skills, the player
must gain skill XP by attempting to utilise the skill. For example, by talking to citizens,
the player will gain XP for the social skill. The player can only progress through the
game by gaining enough reputation in each area. Once the player has the required
skill levels and reputation, they can choose from a large pool of mercenaries to form
a team to sabotage the research facility. Depending on the players favourite skill, theresearch facility can be destroyed in multiple different ways.
If the weight of the items the player is carrying exceeds a certain amount, the reserve
battery will begin to drain slowly as they move. The lower the reserve battery charge,
the slower the player moves. Once the battery has been completely drained, the
player will only be able to move at a snails pace until they remove some items from
their inventory.
The player can personalise RAIP32s appearance with clothing that can be purchased
in-game. The clothing can help the player blend in more or less in certain areasdepending on the clothing style. However, the clothing is mostly cosmetic. We
originally decided to add clothing to the game to allow the player to customise and
personalise the protagonist to their liking. Later on in development, we gave clothing
stats to help give the game a RPG feel and to add some depth to the game.
The player assumes the role of an experimental AI robot prototype known as RAIP32
(Robot Artificial Intelligence Prototype 32). It is a humanoid robot that has the
appearance of the Arbiter (Halo series) and Legion (Mass Effect series). At the start of
the game, RAIP32 doesnt have a personality. However, as the player progresses
through the game, its personality is shaped around the paths that the player took
and the choices that they made.
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Concept art of RAIP32
Keith is an elderly old man that lives in Haystone (the village that the player starts in).
He is a very understanding and kind man with a very dark past. He helps the player
at the start of the game and is basically a tutorial guide. He is one of the only humans
in the game that knows that RAIP32 is a robot. However, instead of handing it in to
the research facility, he helps it destroy it instead since he used to be a rebel.
Concept art of the villagers in Haystone
Dr Johnson is the founder of the Dusk Research Facility. He is a tall, smart looking
elderly man who will do anything to get his own way. Although he appears to be
kind and gentle to the average citizen, he is a very ruthless and sinister monster.
Towards the end of the game, RAIP32 confronts Dr Johnson and has the choice of
either sparing him or killing him. If the player spares him, he will betray you within
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minutes and will lockdown the facility to prevent the player from escaping. If the
player kills him, he will activate the self-destruct mechanism and the facility will begin
to lockdown. The player must escape by using the variety of different skills that they
acquired throughout the game.
The game takes place during the year 2022. In the game, the player assumes the role
of an experimental AI robot prototype known as RAIP32 (Robotic Artificial
Intelligence Prototype 32) that was developed at the Dusk Research Facility. After
falling out the back of a cargo truck while being transported to an unknown
location, RAIP32 awakens and discovers that it is unexplainably covered in mud and
sat in a roadside ditch just outside of a small village that appears to be located
somewhere in the countryside.
Upon entering the village, RAIP32 discovers that the village is called Haystone. Afterexploring the village for a while, RAIP32 eventually stumbles upon Keith, an elderly
wise man that has lived in the village his entire life. He tells RAIP32 that he used to be
a rebel whose family was taken by the research facility. Unlike the other villages, he
can see that RAIP32 is a robot. However, because he wants to get back at the facility,
he helps it blend in as a human by giving it a name (the player chooses the name)
and some clothing. He explains how the research facility has been desperately
looking for it and is offering anyone who turns it in a massive bounty.
After explaining the basics to RAIP32, he sends it on its way to Twi, a run-down,
dystopian city full of thugs and other low-lives. From here, RAIP32 can make his own
choices and decisions until it is capable of taking down the research facility.
There are multiple modern cities, villages and areas that the player can explore. The
designs of the areas in the game are based on modern real world environments but
have emphasised features. The appearance and atmosphere of each area is distinctly
different to help keep the game fresh.
Haystone, the remote rural village that the player starts the game in, is a very oldfashioned village that acts as the tutorial area in the game. The buildings are very
stereotypical of a traditional British village in design. It is a very quiet area due to the
small amount of locals who live there. The weather is sunny and the sky is blue in this
area. The player learns the basic skills required to progress to the cities here.
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Concept art of HaystoneTwi is a run-down, dystopian city that the player can travel to after completing the
tutorial (Haystone village). The atmosphere is bleak, dusky and drab. The buildings
are gothic in style, are very complex in design and are run down. Graffiti covers the
majority of the citys walls and the buildings are run down from a mixture of
weathering and vandalism. The sky is a meek brown colour and it is always raining in
this city.
Concept art of Twi
Aurora City is a pseudo-utopian city that the player can travel to after completing a
certain set of tasks. Because the locals expect perfection from everyone and
everything, the majority of the city (including the locals themselves) looks almost
immaculate. The atmosphere is very underground and dark in this city. The
buildings are modern in style and are mostly in good condition. Cracks and other
blemishes can be seen on most buildings and landmarks. Only the shady parts of the
city such as the alleyways are dirty and vandalised.
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Concept art of Aurora City
Aurora PD is the police station in Aurora City that the player can visit or break into.
The police department shares the same style and theme with the city itself. The
player can steal rare weapons and other valuables such as tasers and state-of-the-art
gadgets. If the player gets caught, they will have little time to escape before the
police open fire on them.
Concept art of the Aurora Police Department
[REDACTED] is a secret underground city that the player can travel to after earning a
high enough overall reputation and after completing a certain set of tasks. The style
of the city is orthogonal in design and resembles the internal shape of WWII bunkers.
In this city, many illegal activities take place since it is run by rebels. The city is heavily
guarded by armed mercenaries to prevent unauthorised people from entering. After
completing enough tasks, the player will have assembled a team of dedicated rebels
who want to take down the research facility for other unrelated reasons.
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Concept art of [REDACTED]
Dusk Research Facility is the rogue research lab where RAIP32 was created. The
design and style of the facility is very curvy, pristine and sterile. It is located off-shore
outside of Aurora City. After maxing out all major gameplay skills (e.g.: stealth,
movement), the player can sneak into the lab and take it out from the inside out.
Concept art of the Dusk Research Facility
Logo
We used a computer printer styled font in our logo with a metallic gradient effect to
help reinforce the idea that the game is based around a robot. The logo is very eye-
catching due to the simplicity, the distinct borders around the text and the overall
clean appearance. Because the logo was made in a vector image format, it can be
resized without any reduction in quality.
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Key Points The name of the game is RAIP32 (Robotic Artificial Intelligence Prototype 32) You play as a humanoid robot named RAIP32 who must blend in as a human
and destroy the facility that created it
The game is a sandbox role-playing game The art style is a mixture of semi-cartoon and futuristic dystopia Journey through a variety of unique environments, meet people and level up
skills
The player has the choice to play the game however they want to Character personalisation Gameplay is a mixture of GTA IV and Skyrim The game will be marketed and sold in Europe, USA and Asia
Large variety of state-of-the-art weapons and gadgets available The game will be sold on the XBOX 360, PS3 and PC platforms
Thank you for reading!If you have any questions, feel free to ask us.