Wednesday 19 October 2011

MYSTERY HOUSE REBOOT (part 2)

Part 3 : Developing the game (part 2)

Plot & Concepts 2:


*note*
The idea had been changed quite drastically, this is because I thought the previous idea was too stale and don't really have anything much to play around with, so i added a supernatural element which I think should make the concept a lot more exciting and interesting.

Genre: Supernatural Thriller Puzzle game-play

In game ideology

“The mind & soul produces certain chemical that lingers upon the body’s disposal, this last moments of consciousness can be tapped with the right method and apparatus, provided the body was never moved or tampered from the spot where the incident had occurred, the more extreme the moment of death is, the more memorable it became, thus leaving more distinct ‘stain’ and easier to be tapped into; eg soldiers died in battle/ the fear induced in death by torture.”

Prologue:
-       Julian arrived in a gothic looking mansion looking for his sister, Jewel, who went missing.
-       After exploring the mansion and discovering that he is able to ‘dive’ into a corpse’s last moments before they die, Julian freaked out and tried to escape
-       Only to find out that the bridge connecting from the mansion ground to the ‘outside world’ had been destroyed, someone is trying to keep him in.
-       Without any options left (dialing for help doesn’t work due to signal absence) Julian explores the Mansion to find traces of his sister through puzzles & corpses and finally stumbled upon a secret lab (The Abyss).
-        The plot thickens….

Full Plot:
-       At the beginning of the game, Julian discovered he is a ‘Diver’ and is able to tap into dead people’s last moments and uncover some information and memories from them (in forms of puzzles & action sequences), there are 7 (reference to original game) main boss fights (Dying Memories) throughout the story involving 7 people that died in peculiar ways (elemental) throughout the mansion.
-       It turns out that Jewel & Julian both are part of a project created by a conglomerate, Seth Haissem, who hired scientist and occultist to research upon this ability to tap into people’s Dying Memories (justified by his reasons of understanding how world war soldiers died/ spies/ historical figures and make the world a better place) The only difference is, Jewel volunteered for the project (although she got reluctant after knowing people are killed for this project) & Julian was entirely clueless.
-       At the end of the game, Jewel was accidentally killed by Seth in the secret lab, which triggered the full ability of Julian’s dive, he managed to tap into his sister’s memories (not just her last moments) and find out ways to stop Seth and kill him and also escapes from the place.
-       The ending shows how Julian manage to carry Jewel all the way out of the Canyon and collapsed out of exhaustion (died) on a field overlooking the mansion which is now in flames.
-       After credit roll, an unknown figure came towards the now deceased Jewel and Julian and tapped into his Dying Memories. (new game+)


Game-play mechanics:
-       Maneuvering around is divided into 2 sections E&E (Exploring & Examining.)
-       Exploring allows player to control Julian in Third-Person view and move around the page by page environment (mostly), usually in areas connecting from one place to another like hallways, path, etc.
-       Examining changes the view into first-person, usually when entering a room or examining object of interest.
-       There are occasional QTE (Quick Time Events) that occurs throughout the game (usually involving traps) success leads to progression of the game and failure means starting all over from previous checkpoint or simply retries on the same QTE (depending on how serious the event is).
-       Puzzles are abundant throughout and they are usually solved interactively; point & click, tap, drag, shake, etc.
-       Dying Memories comes in form of everything above ( E&E, QTE, Puzzles) and usually QTEs comes after tapping into Dying Memories. Also as Julian ‘dives’ into people’s memory, he will start and end the scene as that person, but gameplay will still be as Julian.
-       To die in Dying Memory (no matter how paradoxical it sounded) just meant that an attempt of diving into the memory failed, after a third failed attempt, it gets blurry (memory unstable), however it will be easier to pass through.
-       Cut-scenes are in a form of animation that occurs in certain parts of the plot.


Meanings & metaphors:

-       Jewel represents the treasure that everyone (Seth and Julian) is looking for, precious to Seth because he thought she’s the only ‘Diver’ he knows & precious to Julian because they’re siblings.

-       7 main ‘bosses’ that died in a certain way represents the 7 elements of the world that will play quite a big part in the storyline. Fire, Water, Void, Wind, Earth, Light & Dark, they will die according to their represented elements; for example water element ‘boss’ died by drowning in a tank and Earth element died impaled on a tree. 

-       ‘Dying Memory’ system is heavily influenced by Demon Souls & Dark Souls online experience, whereby players are able to touch other players ‘bloodstains’ and observe how they die and learn about nearby traps or ambush, etc.






example of bloodstains gameplay

http://www.youtube.com/watch?v=daToWE2sgGo&feature=related

The idea of ‘Diving’ came form an old JRPG (Japanese Role Playing Game) called Alundra, who is a ‘Dreamwalker’ and able to enter people’s dreams in forms of dungeons to liberate them from nightmares.


concept of dreamwalking




Sunday 9 October 2011

Mystery House Reboot


MYSTERY HOUSE REBOOT

Part 1 : Research & Ideas



http://www.screwattack.com/blogs/The-MisterBo-Corner/g1-Tournament-Bracket-Battle-5-GeekyGuyWithGlasses-vs-Madhero15-and-Battle-4-Results

http://www.gamesradar.com/the-evolution-of-scary-games/

http://www.mobygames.com/game/hi-res-adventure-1-mystery-house/cover-art/gameCoverId,39881/


from wiki:
"Mystery House is an adventure computer game released in 1980 by Roberta and Ken Williams for the Apple II. The game is remembered as one of the first adventure games to feature computer graphics and the first game produced by On-Line Systems, the company which would evolve into Sierra On-Line. Because of its use of graphics, GamePro named Mystery House the 51st most important game of all time in 2007."
Plot:
"The game starts near an abandoned Victorian mansion. The player is soon locked inside the house with no other option than to explore. The mansion contains many interesting rooms and seven other people: Tom, a plumber; Sam, a mechanic; Sally, a seamstress; Dr. Green, a surgeon; Joe, a gravedigger; Bill, a butcher; and Daisy, a cook.
Initially, the player has to search the house in order to find a hidden cache of jewels. However, terrible events start happening and dead bodies (of the other people) begin appearing. It becomes obvious that there is a murderer on the loose in the house, and the player must discover who it is or become the next victim."
http://en.wikipedia.org/wiki/Mystery_House

In game story/ background research:
As explain on the plot section above, Mystery House is a thriller text-based adventure game that requires player to explore around finding items that in one way or another will 'unlock' the progress of the game, so in a way, it is very puzzle based; encounter problem> find answer >solve problem> move on kind of game-play. This has been the core of so many well known exploration-inclined games such as; Wild Arms series, Resident Evil series, Portal series and ICO just to name a few.
The narrative itself was inspired by a book by Agatha Christie called "Ten Little Niggers" which was then rephrased to "And then there were none" due to presence of the racial epithet.
http://en.wikipedia.org/wiki/And_Then_There_Were_None

This book tells a tale of 10 strangers brought to an island by an unknown host and killed of one by one just like in the game. However, the twist was that each murder committed is parallel to the nursery poem, 'Ten Little Indians/ Soldies' down to the last bit where the last person alive in the story hanged herself; "One little Indian boy left all alone; He went out and hanged himself and then there were none." Also a piece from a ten soldier boy figurines in the dining room table went missing each time the murder occurred. This might be something I'd like to carry over to my reboot as well.


Ten Little Indians poem



Ten little Indian boys went out to dine;
One choked his little self and then there were nine.
Nine little Indian boys sat up very late;
One overslept himself and then there were eight.
Eight little Indian boys traveling in Devon;
One said he?d stay there and then there were seven.
Seven little Indian boys chopping up sticks;
One chopped himself in halves and then there were six.
Six little Indian boys playing with a hive;
A bumblebee stung one and then there were five.
Five little Indian boys going in for law,
One got in Chancery and then there were four.
Four little Indian boys going out to sea;
A red herring swallowed one and then there were three.
Three little Indian boys walking in the Zoo;
A big bear hugged one and then there were two.
Two little Indian boys sitting in the sun;
On got frizzled up and then there was one.
One little Indian boy left all alone;
He went and hanged himself and then there were none.

Its an interesting tale full of dark twist and having read the book prior to this project definitely will help a lot in capturing the essence of the novel that was portrayed in Mystery House.
In addition, Mystery house put a spin on the narrative slightly by adding the 'Jewels' as a motive and the player as the last character to survive by killing 'Daisy' the antagonist of the game during a climatic kill or be killed situation.


Gameplay research:
Mystery House was heavily influenced by another similar text-based games like Zork/ Colossal Cave (minus the visual), which at the time was a success in gaming industry. I believe this visual text-based genre evolved to be other different types of game-play such as; adventure, thriller, mystery, puzzle, trivia based exploration games, even dating-sims and it is most probably how Point & Click and Escape games came about.
Few examples of games that comes to mind that's I can relate to rebooting Mystery House:

1) The Witch's Prison (Ipad/ Iphone)

app store
http://itunes.apple.com/us/app/nightmare-adventures-the-witchs/id445383816?mt=8


http://www.youtube.com/watch?v=zKt1-tMGQao



http://www.mobygames.com/game/ipad/nightmare-adventures-the-witchs-prison/screenshots/gameShotId,524849/


http://www.mobygames.com/game/ipad/nightmare-adventures-the-witchs-prison/screenshots/gameShotId,524852/


http://www.mobygames.com/game/macintosh/nightmare-adventures-the-witchs-prison/screenshots/gameShotId,524905/

2) Blade Runner game

http://www.youtube.com/watch?v=acBnLMRIAD0

wiki
http://en.wikipedia.org/wiki/Blade_Runner_(1997_video_game)


http://uk.gamespot.com/pc/adventure/bladerunner/images/0/5/?tag=thumbs_below%3Bthumb;5

3) Myst series


http://www.youtube.com/watch?v=DNVLcHWh0UA&feature=related

http://en.wikipedia.org/wiki/Myst_(series)

http://en.wikipedia.org/wiki/File:Myst-library_and_ship.jpg&docid=GdBHZoPLU-2PkM&w=500&h=306&ei=cheSToKELoyf-QaP5aXGDA&zoom=1

http://en.wikipedia.org/wiki/Myst&docid=KIi1EYLYfOtiqM&w=256&h=307&ei=cheSToKELoyf-QaP5aXGDA&zoom=1

4) Drawn The Painted Tower


http://www.youtube.com/watch?v=Vp9dW3YxGfE



http://en.wikipedia.org/wiki/File:Drawn-the-painted-tower.png&docid=mej_wO_mv_83MM&w=600&h=855&ei=WRuSTvqdHYe6-Aao7ICGCw&zoom=1

http://www.harmonicflow.com/game/drawn-the-painted-tower/&docid=jrt49DSdBTDG4M&w=640&h=480&ei=WRuSTvqdHYe6-Aao7ICGCw&zoom=1


http://www.macgamesandmore.com/blog/drawn-the-painted-tower/&docid=r4DT7A6LeskJLM&w=620&h=467&ei=WRuSTvqdHYe6-Aao7ICGCw&zoom=1

The 4 examples mentioned above are all very narrative (not necessarily have an awesome/ massive plot/ twist) driven games with minimalistic game-play style; they all have very simple HUD or even none, which I strongly believe can greatly affect the player’s immersion in the experience.

MYST intentionally left out tutorials or hints which the other 3 games uses, this I think is also brilliant in keeping the experience real as well and allows players to think and get more satisfaction out of solving puzzles without any clue, this might be bad in some cases as it may confuse and left player lingering in one spot for ages, however as done in games such as Another World, Demon Souls, Portal, Shadow of Colossus; managed tutorials/ hints as a part of story and not necessarily have to be a separate section which detach players from the game.

One last important observation would be that all of them are using so called ‘Page by page’ environment where player is unable to freely explore a 3D area like in games such as Grand Theft Auto/ Fallout type of sandbox exploration, instead we have fixed angles that player can explore inside of. It is more commonly used in third-person Horror/ Action/ RPG and point & click genre games. Many games actually started out this way and later on evolved to a fully 3D exploration game like; Silent Hill series, Resident Evil series, Final Fantasy series and even MYST. I’d like to keep Mystery House ‘Page by page’ as this method is very cinematic and I’d like to shape this game to be slightly like a interactive thriller movie, more importantly it functions well for point and click games and also in my opinion, when MYST was remade into fully 3D control it lost lots of the mysterious essence it originally had. 


Sales/ pitch research:

Essence taken from original Mystery House:
- Still sets in a house/ mansion
- Puzzle based/ solving gameplay
- Eerie atmosphere ( like how everybody just disappeared the 2nd time at lobby )
- Story influence goes back to 'And then there were none' Novel by Agatha Christie.
- The Jewels
- dull color except for key items? like in Mirrors Edge. (original game is B&W lines)

Changes in reboot:
- New plot & look (see New Plot & Concepts)
- Point/ touch & Click based thriller
- if its on touch-screen enabled gadgets, will be more actions involving swiping & other gestures

Target audience:
- 13 - 40 yrs ( mainly people who owns the gadgets mentioned in consoles targeted section,
and also old enough to see experience gore and morbid story.)
- also might appeal to people who played original Mystery House from the 80s


Consoles targeted:

Main:
- Ipad/ Iphone
- NDS/ 3DS
- PC

other possibilities:
- PS3's PSN
- Xbox Live Marketplace

No-no:
- Wii
- PSP
- Arcade


Part 2 : Developing the game

-    
-        New Plot & Concepts:


-       -Night time, raining heavily
-       -Main character, Henry, crossing a wooden bridge to a lush Gothic looking mansion (located on a cliff surrounded by ravines).
-       -Inside greeted by 7 other fellow guest.
-       -After being ushered to his room and took a nap, Henry was woken up by loud explosion.
-       -The bridge (only way back out to ‘outside world’) was destroyed and everybody gathered round to realize 1 person was missing and found dead later on.
-       -After a few more incidents, it became apparent that everybody died in a certain way involving their jobs & a murder is loose in the mansion.
-       -Everybody started turning on each other.
-       -Amidst the confusion, Henry uncovered a secret lab hidden under the mansion & met a prisoner called ‘Jewel’.
-       -Turns out one of the guests, Rose, faked her death in 1 of the incidents earlier & is the mastermind behind all the murder
-       -Henry & Jewel tried to escape
-       -Ended up in a climatic kill or be killed situation with Rose

Ending 1: Both Jewel & Rose died.
-       -In a climax of guilt, exhaustion and confusion, Henry walked towards the broken bridge and disappeared behind the fog.

Ending 2: Rose died.
-       -Found the secret path out to the bottom of Ravine and back up to the ‘Other-side’.

Ending 3: Henry died.
-       -Well, Henry died, Jewel got re-captured and the killing spree continues.