The following is a short game design document I authored following a ‘dream’ Shawn Frayne of LG had about a scene which led to a lab-wide discussion of a potential Vive-HoloPlayer One project. Throughout plane trips to and from the PixelPop Festival, I illustrated and wrote the following-
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Old Mortal and the Young God
Preliminary Game Design Document
Written-Illustrated by Ben P. (Looking Glass)
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{Overarching Story, Concept, Characters}
In a multiplayer experience for two players operating the Looking Glass HoloPlayer One and HTC Vive respectively, a communication takes place between the two who are blind to each another but can talk and listen. A young deity (HoloPlayer) will guide an elder human (Vive) across a ruined landscape to revitalize a hidden artifact and bring flourish to a ruined civilization once more. The GOD, newly taking the throne, must convince the last living MORTAL to have faith in its various, questionable commands. For, the world appears differently to a GOD than it does to a MORTAL. Some physical elements are blind to the MORTAL but is seen by the GOD. If the two confuse another, it may lead to a bitter end. As well, the scenario is flipped where GOD is out of touch with reality to the human realm. Only through trust can the MORTAL save its life and the GOD save its world.
Gameplay Area (in Reality). HoloPlayer One + HTC Vive. Mixed Reality Setting.
{Primary Game Goal}
The MORTAL must reach the main destination in the game world. This is represented by a shining, center light emerging from the world’s center peak. It is a device that will reset the evil that consumes the game narrative and restore good. The MORTAL cannot do this without GOD’s help. GOD will assist, properly or erroneously, the MORTAL across a landscape of ruin to get the latter to the goal. Fatal obstacles are on the path. Only GOD in limited ability can reveal them to the MORTAL on the game path.
GOD’s vision is through a hologram in the physical game space where MORTAL is only seen as a blip on the scrollable map. Hologram is scrollable with hand that appears in MORTAL view as the supernatural stone hand. MORTAL’s vision is immersive in the VR/3D landscape where GOD is seen as a supernatural, stone hand from the sky. Actions are controllable with Vive controller and viewpoint is adjustable through stance in game/VR area.
General Concepts of Character, Narrative Icons, and Moments
“Spiral of Mo: Represents the certain and undetourable path for mortals.”
“Where Next?” “Water below.” The spatial difference between Mortal and God views.
Each game is its own tandem run lasting from 5 minutes and up to 20 minutes. The time will depend on the pace of the players, how successfully they play and work together, and how they may be coerced to speed up by the environment that will turn to nightfall as gameplay continues.
The key theme of the game lies in trust between the MORTAL and GOD. When elements are invisible to the MORTAL, but GOD can clearly see, or vice versa, it is a discussion between who is right and wrong in the matter. Special mechanics may help subsidize those challenges. Though, they are finite, leaving 1-3 moments in a playthrough where a chance-taking is inescapable.
God conversing with Mortal that the bridge is in fact real.
The MORTAL, per name sake, can lose his or her life. Success of the game depends on the MORTAL’s vitality. The GOD, immortal, is a moderator of the game’s success and it’s key.
Upon reaching the final goal, it is also revealed that there is a final puzzle that can only be solved through more insightful exploration of the game world.
{Conditions for Victory}
-MORTAL reaches the goal position in the game world.
-MORTAL is alive (GOD never dies).
-Both players still present at stations that represent GOD and MORTAL.
-MORTAL successfully wins the last riddle from the goal chamber.
{Conditions for Defeat}
-MORTAL loses life en route to the goal; through MORTAL’s fault or GOD’s.
-MORTAL unsuccessfully solves the last riddle presented by the goal chamber.
-Either player exits their respective Vive or HoloPlayer One station during gameplay in command of GOD and/or MORTAL.
-GOD, for no apparent reason, decides to smite MORTAL in game through lightning strike or crushing.
-GOD, similarly when able to grab MORTAL, drops MORTAL into a fatal location.
{Mechanics of Play}
THE WAYS GOD CAN FAIL MORTAL OR VICE VERSA
(If MORTAL is led wrong or chooses wrong path, this leads to the death of the MORTAL and end of current run.)
–The empty bridge. God says a bridge is present, but not there.
–The chasm fall. God says a cushion is at the base of a tall fall, but it is missing.
–The door tomb. God says the path will lead through, but it is only eternal imprisonment.
–The light pillar. God says it is a light that will reveal a proper way, but it burns the mortal alive.
–The land mine. God says the ground is pure, but it is volatile to the bone,
–The freezing air. God says the air is traversable, but it will freeze blood.
THE LIFELINES: ABILITIES MORTAL HAD TO PREVENT FATAL ADVANCE
(Each of the three lifelines can only be used once per run. Success of the game minimizes time spent wandering and maximizes strategic usage of lifelines.)
REVEAL: If there is confusion, the truth of the existence of a physical structure can be shown.
RAISE: For a moment, GOD lifts MORTAL and carries on his fingers the MORTAL to ground of choosing.
RESURRECT: Sets a waypoint for the player to move forward from and go back to after 5 seconds elapsed.
(Below and Above in Text.) Process of the Mortal’s Lifelines and How the Player Controls the Mortal
THE HOLOPLAYER (GOD) COMMANDS
SCROLL: Wave hand over map hologram.
ZOOM: Tap and confirm on area of map.
RUIN: Tap on destructible area to clear a path on map.
SMITE: Clap hands once (Kill MORTAL.)
THE VIVE (MORTAL) COMMANDS
TRAVEL: Controller trigger beams a teleportation light to directed area. Release of trigger initiates teleportation.
LIFELINE: Left/Right/Down on trackpad and press to confirm.
INTERACT: Up on trackpad and press to confirm.
The ways in which a Mortal can die thanks to own mistake or God’s.
{Art, Visual Design, and Environment}
Aesthetically, the work can be divided in two: what appears on the HoloPlayer One and what appears in the Vive view. Although the 3D model data will be shared between the two interfaces aside from randomly generated instances of key physical elements that appear and do not. The HoloPlayer One version of the game world is more in view, controllable, and looks akin to a shining map seen by the eyes of GOD. The Vive world is a more decorated and immersive world the MORTAL goes through. For the models themselves, the visuals will strive for a balance between realism and whimsical, exaggerated folklore. This occurs while maintaining optimization standards.
The terrain, UVs, materials, shaders, and lighting will show a rotting but elegant world full of curiosity. Stone mountains, wooden structures, hidden ponds, and perpetually shifting foliage round out the scenery. Structures that exist have a worn quality that tells a story of tragedy. The color theory will be earthen with muted greens, grays, and browns with shine of celestial-rainbow colors in rare instances to give a actual and figurative glimmer of hope. The latter colors will shine more so in the presence of more GOD-like areas on the world map (e.g. the goal chamber, peak of the Western hill, stadium, etc.). Characters themselves will share the muted colors elements with a leaning to the ‘shine’ which will coerce the players to dive further in to assuming their identity.
GOD will have realistic textures will a discernible outline to separate from the sky and background. The ‘Path of Mo’ inscriptions on several of the game items, which relates to the narrative, finds its way around all stone fingers. Almost always, the path logo glows various colors. MORTAL will actually not be seen aside from instances of HoloPlayer One zoom-in, where it takes an ancient, elderly, androgynous form. MORTAL is more whimsical in design, but muted in tone and expression enough to take the MORTAL seriously.
{Sound Design}
Optimally, the focus in sound design will be in the physical game area between the HoloPlayer/GOD and Vive/MORTAL as they communicate. Minimal, natural sound effects slowly fade in and out across the game world in addition to explicit sounds such as leaves, stones, water, and more. Sounds of memories play as the MORTAL approaches a ruined area of note. Fitting sound effects will also fit celestial elements like the glow of the Path of Mo, the goal chamber, edge of the world, and more. If the game is able to be installed in a mixed reality setting, leaves and twigs will decorate the VR area floor among other visual elements.
When there is a crucial, decision making area in the game or an event that can be fatal to the MORTAL, a low-pass synth will also fade in to signal a danger in the game space. The sound fades away once the area is left by the mortal. Likewise, as MORTAL approaches win state, it is a hi-pass synth.
{Takeaway}
-An experience that highlights creative qualities of both the HoloPlayer One and Vive to potential consumers.
-An innovative experience that showcases a new style of tech related storytelling.
-Creating a heightened bond between the two players involved. In game or out.
-Awareness for Looking Glass as a creative collective and entity.
-An experience that may be available for further exhibition at other events or further acknowledgement.