I have quite a few blog posts, and there have been gaps
where I have been working on other modules, so this post is to recap the main
things I have posted about (the content of the style guide, etc).
Style Guide Details:
-
About 15-30mins of gameplay for each visit to
the village. Village is there to act as a break from the current quests and
combat.
- Mostly digital images, but may include some
pencil sketches, especially for initial drafts.
- Final artefact will be digital, either a PDF or Word
document, although I may get a physical copy made, time and funds allowing.
Style Guide Content
List:
- Village at point A in storyline: approx. 20 images.
- Village at point B in storyline: approx. 20 images.
- Characters (player and non-player): 5-10 images, plus a
small description for the main character and each tribe or group featured in
the game. So for example, the villagers that live in the village mentioned
above will have a small paragraph describing the village's backstory as a
whole, rather than a paragraph for each person. The main character of the game
will get their own paragraph, as they feature much more heavily in the game.
- General World Overview: 5-10 images. Just a
few images of the area around the village, so game artists know what kind of
world the village exists in.
The village at point A and B are the main
focus, but I will want some artwork for the world and the people in it, to give
game artists more scope when creating the villages.
Story Notes:
- RPG.
- Focuses on one main character.
- Python storyline (the player has freedom of
movement, but the main storyline is linear).
Marking the Artefact:
I want to be marked on the contrast between
the village at point A in storyline, and the village at point B in storyline. I
want to be able to use the knowledge and skills I have gained to make the same
location have an entirely different look and feel. I want the emphasis to be on what I choose to put IN the scene, not the quality of the pictures. The pictures will be sketched out similar to a storyboard, like this: Margrave: The Blacksmith's Daughter Early Storyboard. If I have time I will make the storyboard into finished images, but I don't want to rush the artefact, when the main focus is more on the thought behind the images.
What emotions/atmosphere do I want the player to
experience in the first scene that will be in the style guide:
- comfort
- safety
- happiness
- peaceful/calm
- picturesque/unspoiled
What emotions/atmosphere do I want the player to
experience in the second scene that will be in the style guide:
- distress
- danger
- sadness/anger
- chaos/turmoil/disarray
- hideous/harsh (buildings
burning, corpses, etc)
The Main Character:
I want the main character to be imperfect - I
don't want him/her to be really strong from the get-go. This way the player can
relate to the character more, as they seem more "human". The player
can also bond with the character as he/she develops throughout the story. The main
character will have trust issues that make it difficult for them to bond with
people. This way, when he/she finally does bond with people in the village in
the first scene, it will be that much more heart-wrenching when the village is
destroyed in the second scene. I intend to build up the feelings of familiarity
and safety, and then take a wrecking ball to them!
- Gender
and Age: Female,
late teens or early twenties.
- Premise: When an
impetuous young goddess is exiled for her reckless behaviour, she must find a
way to regain her powers so that she can leave the mortal plane and return
home.
- Possibilities: She feels like her family have abandoned her by exiling her. What if it
turns out that an attack on the higher plan was imminent and this was the only
way her family could keep her safe? What if they knew she could be the one to
end the inevitable war and lead them all to victory?
- Story Challenges and Problems: Keeping a fantasy world exciting, while still
enabling the audience to identify with the characters.
- Designing Principle: When a woman from a higher plane of existence is
reduced to living as mortals do, she learns that even the most seemingly
insignificant beings can be invaluable, and that power is not the be-all and
end-all.
- Best Character: The goddess who is exiled. Lots of space for character growth.
- Conflict: Inner
conflict over being exiled and having to learn to live as a mortal. Conflict
between her and the person that leads the attack on her home.
- Basic Action: Fallen
goddess searches for a way to regain her powers.
- Character Change: W - Impetuous, impulsive, hot-tempered, selfish. C - By having to rely
on help from mortals, she learns to think about people other than herself, is
able to grow as a person an earn a space in the higher plane once again. She
learns that being born into a higher plane does not make you entitled to be
there, and that you cannot take life for granted.
- Moral Choice: Has to
choose whether to save her home, or the new home/family she has come to know -
which world does she actually fit into now? // Has to choose between going
home, and staying with the new family/world/home she has grown to love.
The
Seven Key Steps of Story Structure:
1. Weakness and Need.
Psychological Weakness: Hero is impetuous,
impulsive, hot-tempered and selfish.
Moral Weakness: Has no regard for others, and
thinks of mortals as insignificant ants.
Psychological Need: Needs to learn that being
selfish gets you nowhere, when you are in a crisis support from others can help
you survive.
Moral Need: Hero needs to learn to treat others as
equals, and stop thinking of people as just a way to get what she wants.
2. Desire.
Hero wants to get her powers back, and leave the
mortal plane.
3. Opponent.
The being that attacks her home world. He/she wants
to take the powers of her home world, and use them to rule over all planes. The
opponent tries to get the hero to join him/her, and rule over everyone. Both
the hero and the opponent are selfish at the start of the story, but when the
opponent later attacks the mortal village, it makes the hero realise that she
cares for the mortals, and that they are important to her.
4. Plan.
The mortal world has shrines that link them to the
higher plane. These shrines draw on the higher beings powers, to allow the
world to thrive. The hero wants to try and use these shrines as a way of
accessing her old powers, or communicating with people from her home world.
5. Battle.
Physical battle. Opponent still tries to convince
the hero that they aren't so different, and to join him/her. Hero must choose -
give in to her weakness, or fight it.
6. Self-revelation.
Psychological self-revelation: Hero realises that
she has been arrogant and childish, and didn't deserve her place on the higher
plane.
Moral self-revelation: Hero realises that mortals
are just as important as "higher" beings, and that no matter your
birthright, how you choose to live the life you are given defines who you are.
7. New equilibrium.
Hero defeats opponent, and is rewarded by regaining
her powers and is welcomed back home (she has defeated her selfishness, and
arrogance, and has also saved her home world).
How big is the village?
The village will be small, with only a handful
of buildings, and no more than a few dozen inhabitants. The village is small
because it is supposed to be a cosy and safe environment. A small population
also allows the player to become attached to the inhabitants more easily - if
it was a massive city, then the people just become nameless faces.
Current plan of action:
I am currently creating some basic sketches for the artefact, which I will then send to the teachers for feedback. I will then make changes based on the feedback, and when I am happy with them I will create the final images.