This project centers around taking a television show (past or present) and brainstorming ideas for one of three types of games:
Design a free game
for
the internet
that will draw people to the series;
Design a stand
alone game (for Nintendo) that spins
off from the series
Design a simple game for the
TV Show’s
Website that would be a fun way
for people to remember the show
I posted my brainstorming session and typed my thoughts on each of the four elements of game design (Story, Mechanics, Technology and Aesthetics) below. I chose one of my favorite TV series: Firefly.
The game
would need to involve exploration of the system of planets that make up the
Firefly universe. Since Firefly is also a Western spin on the science fiction
genre, a game which reflects that would be a good bet.
Story: The
war between the Alliance and the Brown coated confederacy is over. The Alliance
has brought down an iron fisted rule over the conquered systems and is forcing
any former independents to retreat farther into the outer reaches of the
system. You are a captain of an independent ship with the goal of settling on a
new world, far from Alliance control. The Core ward worlds are where you begin
as you hire a crew, sympathetic to your cause and fly your ship planet to
planet. You hope to begin life anew far from Alliance control but to do so you
need to travel and collect the resources you can in order to live on a hostile
world. But the verse contains many dangers: the Alliance pushes ever outwards,
while bandits, reavers and dangers of the cold empty darkness will press down
upon you and your crew. Will you persevere? How will you be able to withstand a
cold dark universe?
Mechanics:
The game objective will be much like a strategy game.
The character will be given choices to create a crew and ship of their own,
based largely upon many of the ships and characters found in the TV show. For
example there would be medics, engineers, pilots and other manner of characters
that may be useful on the journey. The player would choose the set of
characters that they feel is most useful and a ship that they like and start to
blaze a trail towards the edge of the large solar system (which will serve as
the game space). The goal is to find a suitable planet that is far from
Alliance control in which to settle and have the means and materials to do so
once you get there.
There are many planets to chose from, however
you must travel farther out in the system to be successful. Settle a planet too
close to the core and you may not have explored enough to collect useful
material; you will also increase the danger that Alliance poses to the colony
you create. If you are too close to Alliance territory they will commandeer the
planet for expansion and your colony will be forfeit. It is in your best
interest to explore as much as you can before settling a planet in order to
collect goods, rations, and possibly even crew to survive. But exploring too
much also poses a danger; if a planet is explored or settled too far out of the
system’s core, then you run the risk of the colony or ship being attacked by
reavers. If you settle a planet and it is: attacked by reavers, militarized by
the Alliance, or starves to death because you lacked enough material, its game
over.
The real inspiration is here is that the
mechanics are similar to the older game The Oregon Trail, though updated and
rehashed to fit the style of Firefly. The random nature of the game would play
into this as well. Every play through would feature different events that could
be solved in different ways, with different consequences. For example, much
like an episode in the series, an event could occur in which a derelict ship is
found with a lone survivor. If a medic is present in the crew, he can heal the
survivor. But many different outcomes of this could happen; the survivor could
die, he could join the crew, he could go crazy from a traumatic experience and
kill a crew member, or report the ship to an Alliance patrol and get some of
the crew’s supplies taken away, or he could even give supplies in exchange for
fuel to get the derelict ship home
Technology: The technical aspect of
the game would be turn based. The player would have a limited choice of crew
and ship enhancements to be chosen from in the core worlds. The user would then
start to engage the jump drive and travel between systems. The system would probably
have something like 30 planets to chose from. Of those 30 planets around 15
would be habitable enough to form a colony, but all would have different events
that would help or hinder the user when they arrive. The planets can all be
explored, but of the 15 habitable planets, there is are roughly five that would
lie within Alliance territory and another three that would be in wild space and
within reaver influence. That would leave a total of seven planets that would
be suitable for colonization, which seems to be the lucky number that is enough
that the player would not have trouble finding the planet and not so much that
it would be too easy to find one after finding the necessary material to get
there.
The player would be able to arrive
in a system and the information regarding the planet would come up. The
information would give some backstory to the planet but more importantly it
would tell the player if the planet was habitable. The player would then have
the choice of whether to colonize the planet or to move on.
The random nature of choices makes specialized crewmembers and
enhancements more desirable as they lower the chances of losing crewmembers and
material due to events that turn out badly. The key to the game is simplicity;
the events which occur are only relying on a computer dice roll which
determines whether an action is successful, as well as a simple point and click
interface in order to make choices. The technology should be able to function
on any computer, since it’s an Internet based game, it shouldn’t be as large as
a full sized game. That’s why the working needs to be simple.

The kind of look that would
accompany Firefly would also carry over in the form of its music. The music of
Firefly is one that really would fit in a post civil-war America and the music
of the game would have to feature the same sort of lazy, western feel. A violin
would be a fiddle and slide guitars would be prevalent. The show’s music could
actually be reused in the game format, but it might be better to recompose
music or transfer the music to an 8-bit format. The reason for this is because
the game would require enough music to go in the background while the player
interacts with a system. Looping tracks and making them simpler would be very
necessary in order to achieve the length needed to last the entirety of the
game.
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