Premise:
The story revolves around a mysterious beast that has awoken from it's several hundred-year slumber within a deep tomb, and has begun wreaking havoc across the world. A call is made by the leaders of the kingdom to assemble a hunting party to track the beast down and destroy it. The game starts with the player caught up in this situation, and is eventually enlisted as a part of this hunting party.
The World:
This is a standalone adventure that does not take place in Ferelden, but in a new original world. The story begins in the New Kingdom (tentative name), and soon branches out into the Old World, a vast desert long forgotten in the wake of a vicious plague that decimated all life. All but forgotten in the hundreds of years that have passed, the Old World is a land of mystery, known to the people only through the passed-down stories of the horrors that happened there.
I want the game to evoke the feeling of covering a lot of ground, always moving from one place forward to the next in constant pursuit of the beast. The characters will travel through all sorts of different scenery and locations on their journey, uncovering old relics of the lost culture and learning the truth of what happened in the Old World, as well as the origins of the mythical beast as the hunt goes on.
I am designing the world in the vein of The Dark Tower and Final Fantasy XII, in the sense of this grand journey that takes the characters through all sorts of different locations, constantly moving from one to the next, and leaving each behind for good as the adventure rolls on. I want the world to be very visual, with each new area having a distinctly different tone and feel.
Project/Candidates:
I envision this first part of the adventure to be 12-15 hours in length. Part 1 will take place entirely in the New Kingdom, establishing all of the characters and covering the first half of the journey leading up to the entry into the Old World.
As of now I have the storyline for both Part 1 and Part 2 mapped out, a full cast of characters, and descriptions for most of the major locations throughout the world. I am looking for 1-2 people to fill each of these roles:
-Concept Artist
-World Builder
-Scripter
-Battle Coordinator
-Dialogue Writer
As you can see, there is room for each person to work on something really specific, to really make their mark and do something of their own. ANYONE interested should post a reply, if you are simply enthusiastic about making RPGs or working with this toolset then those are exactly the kind of people I'm looking for. I will act as the lead writer/designer, working with each member of the team as an intermediary/overseer and general coordinator to make sure everything stays coherent to the overall vision and aesthetic.
Work will be broken down into three phases -- pre-production, production, and post-production -- for an overall project length 6 months to a year. I am setting this goal to allow us to really take our time and create something top-notch and memorable, and to account for the fact that most people will probably only be able to work on the project part-time. If Part 1 is successful, the team can then continue with Part 2 which will be similar in length and scope and will cover the second half the adventure.
Vision:
Personally, I felt that the Dragon Age game, although great, took a different direction than what I aim to accomplish with the DA Toolset. While branching paths and loads of player choices is great to an extent, I believe this forgoes the capabilities of what a solid, one-track adventure can do, filled with exposition, character development, and great scenes all in the right places to tell a beautiful, memorable story.
I want to hark back to the RPGs of yesteryear so to say, where the player watches the story unfold rather than drive it themselves -- but at the same time, fill it with lots of exciting, climactic battles and scenes to suck them in and keep them engaged. Without the weight of determining the entire story on the player's shoulders, I think they will be able to even moreso invest themselves in their character and enjoy the story without having to second-guess themselves every step of the way.
I want the player to be able to partake on an epic adventure where the heart is in the characters and the quest, not trying to establish your place in a world and getting caught up in its politics, all things I believe detract and distance the player from what a story is really about. I want to create a compelling world that the player himself feels like he is discovering for the first time along with the characters, and a mysterious and mythical beast at the heart of it that tells them this is a world of magic and secrets waiting to be uncovered.
The quest will set a single course for the game, defining one single cause -- the pursuit of the beast -- that will drive both the gameplay and the story.
I am currently in school for video game design, and am looking to make this project the highlight of my portfolio. I want to help create something really great that the entire team can be proud of, and use as an entry-mark to the industry themselves if that is what they're after. But perhaps most importantly, I want to create a memorable adventure that everyone can play and enjoy, and really show them what stories and games, and this toolset, are capable of.
Modifié par edw3rdwood, 15 avril 2010 - 09:20 .





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