I've been rather silent for the past couple of weeks, but with good reason, I assure you. A while ago I noticed that Big Huge Games had an opening for a Narrative Designer, essentially a story and quest developer for an upcoming RPG they're making, and I decided to apply for it. Before I did, however, I decided to write a sample design document for a game I've had in my head, just to show that I know what I'm doing (or at least I HOPE that's what it showed). I finished the file last week and sent it off, now I'd like to post the introduction so people can get an idea of what I've been working on. If you're interested I can send you the rest of the file, or hopefully I'll figure out how to get the damn thing online via my GoDaddy account. Enjoy!
Terra Mortis: A First-Person Post-Zombie-Apocalypse RPG
1. Introduction
Terra Mortis is a first-person RPG that takes place in a post-zombie apocalypse setting. Flesh-craving ghouls have swept the globe and civilization as we know it has crumbled. Twenty years on, pockets of humanity have re-settled where zombie populations are low and supplies can be obtained easily. Many settlements simply try to survive under their new circumstances, while others actively try to rebuild civilization. Still others are ruled by cruel, power-hungry men seeking to conquer this chaotic world for themselves.
The main character is a product of this world, born in the days when the zombie epidemic was sweeping the globe and knowing nothing of the peaceful times that came before. For her the dead are not something to be feared, but are merely another one of the consequences of life and should be dealt with accordingly. This attitude has given her the ability to brave even the most dangerous conditions to look for supplies, food, and anything of value. When scavenging alone is not enough to provide for her the she takes on mercenary jobs, a fact which creates the main story of the game.
2. World Background
In the year 2020, a common virus was being experimented upon for use in the treatment of brain disorders. When a test batch was accidentally leaked into the main air system, the entire facility – nearly 400 people - was locked-down and quarantined. No ill effects were observed, that is until one of the researchers suffered a fatal heart attack. Within minutes he came back to life and began to attack his former co-workers, mauling and biting them. Attempts to subdue him were futile, and soon everyone who had been near him was either dead or wounded. The fresh corpses soon arose to join their companion and turned on the remaining survivors. Within hours every living thing within the facility had either been turned or devoured, causing the newly risen dead to focus their attention to the outside world. From there the infection spread around the world and governments, caught by surprise and lacking knowledge of how to contain it, were powerless as civilization was devoured.
3. Designer’s Notes
The idea for this game arose from a number of things: my love of post-apocalyptic environments, my love (or rather unbridled fear/hatred) of zombie fiction, and my love of first-person RPG’s. Those reading this document should see heavy influences of the Fallout series, System Shock 2, Deus Ex, The Walking Dead, and George Romero. In creating this game, I’ve done my best to let myself be guided by these things and not to directly copy them. The result, while not a complete game, shows potential for creating a rich world where players may truly define their characters and enjoy a suspenseful adventure at the same time.
Wednesday, March 19, 2008
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