Checkpoint 1: Concept Doc – Dorian Gulley

Moodboard:

 

Spotify Playlist:

Emotions: Upbeat, Raising Spirits, Big Game Vibes, College Excitement

 

One narrative direction I am considering for our game is to have the security guard promote after each successful day. A promotion would mean having more locations to manage at once, making each day progressively more difficult. This would give the player a sense of accomplishment for advancing to each day, while also creating a sense of tension that would incentivize the player to play as accurately and as quickly as possible.

Another potential narrative direction is to have the security guard be underpaid and to incorporate some system of bribery. For example, a Berkeley student could offer the security guard a bribe in order to have the security guard turn a blind eye to whatever they’re plotting. This could allow the player to choose different play styles, each with their own motivations.

Another possible direction is to have the consequence of failing to weed out Berkeley students be the total conquest of Stanford’s campus. By making the consequences more extreme, the player would have an even greater motivation to play accurately.

While the last two directions could be fun twists, they could also raise ethical concerns regarding the misrepresentation of Berkeley’s student body.

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