Submissions by ben.lle6370 tagged narrative

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Kings of Blooded Soil is a territory control mmo that is story driven in real time through events that are co-ordinated by developers and players. While some elements of the game are scripted in advance for effect and structure, historical in game events happen over the course of the games ongoing development in real time as a direct result of unpredictable conflicts.

New territories are created and old ones modified and/or destroyed following the games gradually expanding lore. The aim is to create an experience where the story is not entirely preset, rather it is driven through battles with other players in real time, so that players can be the part of a massive universe in which they actually hold influence. This game heavily encourages faction play and role playing. Dedicated players who fit the part will be approached in secret by developers and occasionally receive offers to spearhead revolutionary events and war campaigns in order to drive the worlds story further. Territories will also be monitored by historians who will document significant battles and characters into the history of regions, embedding the past into the future forever.

Features:

  • A role playing game where players influence the story.
  • Experience massive conflicts between players and developers that alter the course of the known world and human culture.
  • Hired actors will sometimes possess significant characters in the games story and engage in warfare to serve their characters ulterior motives. As humans who are not scripted, they can be subjected to player support, resistance, and manipulation.

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It's said that when you butcher a lamb, if it sees the knife coming it panics, and the panic taints the flavor of its flesh, spoiling it. So it is with people, as you discovered. Only it tainted much more than that.


Growing up in an orphanage discreetly purposed for the raising of human cattle. You saw the knife coming, they saw you see the knife coming, and you remember their words; "Be careful, or the meat will spoil!" It was time to run and you did, they weren't prepared for an escapee because nobody ever ran before, nobody saw the knife coming but you. Now you're back and this time you're prepared, and so are they.

Use your knowledge of your home and your past as guidance, presented to the player in a short film that represents your life up until the present. You will use your memories of quotes and sounds to determine where your enemies are in complete darkness as you move through the first home you remember, looking to slaughter those who tried to do the same to you. The game is based around memory and rhythm, you will hear quotes from your caretakers as you remember their words, and hopefully remember how they tried to stop you the first time. When you remember their words they will attack you from the shadows to the rhythm of music. Reacting in complete darkness, you will time parries and other counters with the knife you took all those years ago, as you try to find the best way to return it to them.

Features:

  • A rhythm based horror action game.
  • relies heavily on players recollection of the characters past to beat the present.
  • played with almost no visibility, forcing the player to rely on sound to survive.


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Driving the Story is a game about a number of short narratives that change the genre of the game depending on the initial choice you make. The game starts with the player driving through a city where they will pass a variety of hitchhikers, depending on who the player takes into their car, the relationship with that person will be different from the last, and the nature of the game will change.

As the player passes through a city they will be able to judge who they want to take into their car by slowing down and staring at the various hitchhikers. Not picking anyone up is also an option that contains it's own narrative and ending, but picking up any of the hitchhikers will drastically alter the dynamic of the game. For example in one scenario; the player will find their life threatened as a man steps into the passenger seat and places a scalpel against your neck telling you to drive to his directions and to not make any sudden movements, making any sudden movements will end the game with your death, the narrative will end and the player will be sent back to the road to pick a new hitchhiker, or the same one if they wish to try again.


Features:

  • A game that encompasses almost every well known genre into small digestible segments.
  • A series of compelling narratives with tone shifts that make up pieces of a larger story.

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The God Curse is an open ended narrative game about questioning your morality through the use of a supernatural gift that allows you to heal people with one hand and pass on their burdens with another. The objective of the game is to make the player determine how they would use a superpower limited by their human capabilities, and within those limitations, determine who ethically deserves to live and die. With enough focus, the player can even resurrect the dead by passing on death itself to another, but this is not an easy feat.

With one hand, the player can create a beam of energy that alleviates people of their wounds and diseases, but the process means that you are not nullifying the conditions, rather you are transferring them onto someone else. In other words, for every person you heal, you have to condemn another person to the negative afflictions, which by choice could be yourself or someone else. Whenever you heal people you significantly drain your capacity to do so again for a time, meaning that unless you want to die, your healing abilities have to be conserved.

People know about your gift, well enough for people to approach you with offers to use you like a service, well enough for people to plead with you to help their loved ones, well enough for people to tell you who they think deserves to live and die. Certainly well enough for them to condemn your every choice at one turn or another.


Features:

  • Encounter instances of catastrophic accidents and intentional attempts to harm other people, play god and decide who deserves to live and die.
  • Communicate with people as they offer you money to help their family, plead with and blame you for your actions, remembering that the choices you can make are limited.
  • An ethical conundrum where the player has to evaluate what is inherently right or wrong in scenarios that only they are capable of helping at the expense of someone else.
  • You are important, nobody else will ever be like you. If you die, nobody will live on with your ability to help people in the future. Sacrificing yourself isn't an easy decision to make. .



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Default Dan's not Superman is a narrative/adventure game about being the only ordinary person in a city filled with superheroes. While they wage the battle of good and evil, you take on the unconventional role of a man trying to be completely ordinary in the face of epic battles, back stories and supernatural events.

While the game follows a linear set of narrative events to tell a comedic story, the gameplay itself does offer a degree of unique challenges unseen in other games that are primarily driven through pure narrative. You as Default Dan have to actively avoid your "calling" and anything that might turn into your superhero back story. In addition to this you will have to avoid being captured as a hostage, and a plethora of other life threatening scenarios that will directly involve you into the battle between good and evil. You have work at 6am, you have to finish your spreadsheets, the only calling you should have to worry about is your boss calling you into the office to fire your ass if you become Default Dan the Fire Man. Do not heed the call, and if you're ever in doubt remember your fathers wise words; "Eastenders is on the tele at seven."


Features:

  • In the face of all odds, try to be completely normal.
  • Shut the curtains and try and file your tax returns as mutants fight for control of your city outside of your apartment.
  • Play mini-games based around the ordinary everyday tasks of an ordinary man and try to avoid any exciting distractions.
  • Do not touch the glowing rock. DO NOT touch the glowing rock.