Friday, April 23, 2010

Type 311 - Fitcher's Bird

Task for this week is to pick:
a) Fairy Tale
b) Genre
c) Artist
With their powers combined, I should have a game concept with just about everything nutted out.

your concept should include:

* core value
* overall goal
* genre and player activities / encounters etc
* aesthetic / mood / emotion


Combining Fitcher's Bird, action adventure games and the art of William Blake, I bring you Type 311-Fitcher's Bird.

Background:
Fitcher's Bird classed as an AT 311 – The giant and the three sisters, if you're into the ATU system of categorising fairy tales. It is also referred to as "The heroine who save her sisters and herself".

Core Values:
AT-311's are tales of keeping promises, loyalty, trickery and breaking cycles. In these stories, the heroine saves herself and her sisters from the supernatural menace. (how's that for empowerment?)

Common Elements:
- Supernatural (powerful) antagonist
- 3 sisters/women
- Punishment for breaking promises
- Outwitting of the villain

Protagonists:
Heroine - Youngest sister who discovers the sorcerer's ghastly secret and manages to avoid getting killed herself. She uses her wit to rescue herself and others from the sorcerer's house.

Sorcerer - Routinely disguises himself and kidnaps young women.

Sisters/Victims - Other girls who were previous victims of the sorcerer. The heroine is able to bring them back to life in the course of the story.

Adaption:
Type 311 is a action adventure game that also touches on suvival horror. The player is given the role of an investigative reporter who becomes involved in the mystery behind a serial killer known as Fitcher. During the course of the investigation, the player is transported to a strange world (killer's psyche) where the killer and his victims are trapped.


Above: Concept of typical game screen

Goal:
The goal of the game is to escape from the strange world and solve the mystery behind the killer's motives. This investigation forms the main quest of the game, sub quests take the form of freeing other victims from the horror of their deaths.

Player Activities:
The player solves the mysteries by exploring and interacting with the world. By finding and using items that will help the player or other characters. The player has to run to avoid encountering dangerous monsters (extensions of the killer's mind) and try to stay sane in an every changing environment.

Solving the killer's motives and freeing the victims involves the player asking characters questions and finding clues which the player will need to string together to form useable information. [Diagram pending]

Aesthetic:
Inspired by William Blake's paintings, the aesthetic is used to convey the dangerous supernatural world that the characters(and player) find themselves in. The game world uses imagery from Blake's paintings to represent the killer, his world and how he sees his victims.


Above: The Gates of Hell

Above: The Ghost of a Flea

Mood:
Using Blake's art as a means of capturing the madness of the killer's mind, the game's asethic is used to illustrate the "demons" that the killer has transformed himself and his victims into.


Above: Encounter with killer(sorcerer) conceptual drawing


Above: Environment concept

No comments:

Post a Comment