Game Design

(Elliott) #1

Section VI: Gameflow............................


This section describes the major areas, events, items, and characters the player finds
as he progresses through the game. The final game will no doubt include additional
items (such as health), encounters, small side-rooms, and other details that are not
mentioned here. These will be added as needed for balancing as the level is developed.
Note that each weapon is specifically mentioned when it is first introduced to the
player. After that point, these weapons will be liberally sprinkled through the game as
dictated by the needs of the game balance.


Prison

Intro: During the introduction the player does not have control of Torque’s movement,
but is able to use the game’s controls to look around at the environment he is led
through. As the game begins, it is night, and the player sees Torque brought by a
Small BoattoCarnate IslandandAbbott State Penitentiary. Torque’s boat
ties up at theDockson the east side of the island, and he is then moved to a short,
blackTransfer Busthat transports him up to the prison. The bus passes numer-
ous landmarks during the journey, including theTown, theLighthouse, and the
World War II Fort. Finally inside the prison, Torque is taken into theAdmissions
Buildingwhere he undergoes the standard admittance procedure and is then
escorted to his cell onDeath Rowby twoGuardswho discuss his crime between
them along the way. Once they reach hisCell, one looks at his watch and mentions
how, if his watch is right, the prison has just now finally executed Willie Wiggins
after ten years on the row. The guard drops off a box containing Torque’s personal
effects. This introductory sequence takes approximately a minute of game-time,
though in reality it would take much longer. This is achieved through fade-outs that
cut the player from one key section of the introduction to the next.


Area: Death House, Top Floor


DH1. After the intro finishes, the player starts the game inTorque’s Cell. Torque’s
Cell is a small, tight area containing a bed, a toilet, and a small table. There is no
window. The door is shut and has a small barred window through which the player
can look to see theDeath Row Hallwayoutside. Torque overhears inmate chat-
ter outside his cell. Torque will be confined to his cell long enough for the player to
become familiar with the controls.
DH2. Chaos ensues outsideTorque’s Cell. Torque hears explosions, screaming, earth-
quake-like rumbling, as theMonstersstart appearing and killing everything in
sight. The entire building shakes, indicating that a massive earthquake is taking
place, but that shaking eventually subsides.
DH3. Door ofTorque’s Cellis ripped off by a fast-movingCartwheelerthat the player
sees only as a blur.
DH4. Torque leaves hisCelland is in theDeath Row Hallway.Death Rowconsists
of the hallway and six cells in a single block, with a barred door at the end, behind
which is a hallway. TheGuard Stationadjacent to the hallway includes a window
that looks in on the Death Row Hallway as well as the hallway just outside Death
Row. The player sees the door of the cell adjacent to his slam shut, the implication


638 Appendix B: Sample Design Document:The Suffering

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