Wednesday, January 18, 2017

Discussion and story pitches from class

Story pitches

Homeless buddies-choice to join military or become hobos. Friend takes military route and you take hobo lifestyle.
Hobo's fight back but lose. Choice to end gentrification but must face friend. Freedom vs order
Alt past

Mom gets sick-search for cure might be with gypsies and his father was magical healer in this subculture. Goes to underworld to save dead mom and get her soul. Hop on westbound train. 

Javert/policeman learns to value freedom and disorder. Accepts that magic exists after starting believing only in scientific stuff. 

Child gets lost in dust storm and becomes hobo in order to get home. Work for money from town to town to get home. 

Journey back home. Two kids searching for family but don't know for sure where they are going.

Two kids. Fall into magical world completing series of tasks against rival because there is only one. 

Orphan girl goes searching for older brother. 

Family and belonging: look for father in hobo world. Makes friends with people and becomes family with these people. Father took the westbound. He finds this train down to the underworld. 
Finds pocket watch that opens his eyes to hobo sign. Girl shows up as mentor. Help hobos defeat enemy gangs
customizable bundle and armor
pocket watch gives visions of hobo info
protect hobos avoid cops and wild dogs
fast trains help you avoid conflict
wants to save people from injustice and save the innocent. Obey the code
desires normal family and home. 

Start in huge city. Lower levels are broken and poor. Start with mayor talking during city council. He's attacked and people panic. People are being replaced by machines and the assassin shows the mc what's going on. Mc has hobo brand and assassin is hobo leader. Mc has secret powers and wants to save his love interest. RoboHobo!

3 laws of hobotics 

What appeals to us

Story: looking for father And making friends with hobos as they become new family
Mechanics: gather legendary hobos and gain special powers. 

A fighting element 
Missing person from family-interesting motivation/journey and return

Quest: increasing freedom-start somewhere boring/comfortable? (Life without the object of your desire) and increase weirdness as it goes. The world must be very appealing. It must escalate best for last. 
Journey and return: experience'Dorothy and the wiz or Alice in Wonderland-dive right in/fish out of water. a sense of weirdness/I just want to go home again. Story can ratchet up but coming home but be satisfying. ex: half life, Potc first one,  

Mix: quest for a cure and finds it quickly but it takes a long journey to get back to his mom

Player must feel the contrast between these worlds. 
What makes the hobo world appealing and what makes it weird and uncomfortable? Ideas' dirt, bugs, disease. Flea circus (A living flea circus). It must be funny or playful. a hobo bee keeper (his beard is bees) 

Orphanage/tiny cottage/???
Jump into semi extreme part of hobo world
Bring back craziness of hobo world into normal world. 

Going down rabbit hole of hobo mysticism 
Start out limited and slowly gain more options 
limitations shift with your choices
Normal things become interesting and fantastical. 

Joystick and buttons.  Extra: draw symbols, sense where your hands are, gesture. 

How would this IP translate into other mediums?

What makes this IP different?
Deal with familiar problems in new ways

Taking the cast off dirty stuff and inventing interesting and fantastical things. 
Danger and adventure
Freedom and the responsibility to deal with the consequences
Survive by your wits-the underdog
Home is where your friends and family are.

Something wrong with the hobo world that you are going to fix before you go home. 
Hobo underworld-heaven and he'll got mashed together. 

Agency in this world:
I between: lots of exploration within a semi-limited space. 
You chose what order you do things in but these things must be done. Feel like you are making choices but still controlled. 
If you can go back to old areas some things like battle abilities must be uniform. 
Open world pro: players make their own stories
Closed world: very linear, controlled. 

Character designers:
First pass of main character
how do we make this char appealing to the avg person
what are the essential characteristics of this hobo world?
ranger of emotions

how does this char move?

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