Resources Design Club 6 01

Idea for May 19, 2009


Theme: Surveillance and prison escape

includes topics that expand on the theme

  • Surveillance
  • Pursuit
  • Jail monitoring
  • Incomplete information

Genre: Multiplayer/Action

game genre with possible significant changes or important points

  • Cooperative round-based action game with two distinct sides
  • Limited information and resources

Mechanics/Systems

individual gameplay mechanics and mechanics categorized by system

  • Round
    • a round starts with a setup phase with guards placing cameras and prisoners talk among themselves to devise strategies
    • prisoners are released when the power goes out; usually after about two minutes
    • the prisoner team attempts to escape and the guards/watcher team attempt to capture them
    • the round ends when all prisoners have either escaped or got caught, or time runs out
    • a randomly generated map is created for each round so neither side is familiar with it
    • players receive money which can be used to buy upgrades (personal stats, camera) in future rounds for the actions they take
  • Electricity
    • limited resource which must be controlled to win
    • there are power generators scattered around the map
    • total power available is less than what is needed so it must be shared
    • generators can be turned on or off manually by prisoners or guards
  • Watcher
    • a security guard in a room with CCTV watching cameras guards setup
    • can choose which cameras to power with the limited power from the generators
    • coordinates guards to catch escaped prisoners and turn back on generators
    • can talk to guards using powerful transmitter
  • Guards
    • try to capture escaping prisoners by knocking them out with a taser gun or club
    • communicate via short range radio with other guards
    • setup cameras before the round starts to let the watcher see the map better
  • Prisoners
    • are released at the beginning of every round and attempt to escape
    • can choose to work together or escape independently
    • players may choose to make alliances with guards and sell out other prisoners
    • can organize strategies with others while guards are setting up
    • can communicate in proximity with other players but may need to whisper into the mic, otherwise guards might hear them
  • Exits
    • prisoners try to get to these exits which could be windows, doors, or vents
    • impossible for guards to block all of them
  • Alternative to a watcher
    • instead of one person being the watcher, everyone can see their own cameras they setup in the corner of their screen
    • cameras are upgradeable with proximity alert and players can buy more cameras to see more areas at once

Story

narrative elements concerning plot, characters, world

  • Government is not too bright and constructs a prison on an island with frequent power outages which uses electronic locks to keep the prisoners locked up.

Audience

includes possible target user group traits

Possible Technology

includes hardware that would best support the game

  • PC primarily but consoles possible as well.

Contributors

includes GDDG members who contributed to this idea and were present during the discussion

  • Mediator: Eric Raue
  • Samantha Derochie
  • Alexander Ryan
  • Scott Inglis
  • Chris Parsons
  • Ryan Bujnowicz
  • Kyle Sakai
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