2. The young nation of Corpust is a place of great diversity. In the
natural world this takes the form of snowy peaks, wild
savannahs, luscious forests and the wretched wastelands of
its least inhabited regions – all of which occupies a region no
greater in size than a large city.
All the world seems to be here, and the people are just as varied
as the geography; held together by a council representing the
often contrary interests of each faction calling Corpust home.
3. RPG style with a handcrafted world for the player to explore
and interact with (selectively).
Think Myst in terms of the mystery/discovery element and
Morrowind in terms of gameplay style, except not as
extraordinarily detailed as the latter; it is about creating the
illusion of a living world – not actually doing it.
A visual and narrative experience, cutting down the need
for a powerful game engine and focusing on elegant,
simplistic gameplay that brings the story to life.
But different from most RPGs…
4. Diverges from RPGs as it will not incorporate a leveling system or inventory
management.
Combat has to be earned. It is not about simply hacking and slashing your way
through.
This can be achieved through interacting with the NPCs and factions in the
game, who each represent a differing vision of an ideal Corpust and grant
alternate ways to handle problems, either physically, diplomatically or indirectly.
E.g. The Corpust Civil Service might
endow the player character with a
chainsaw… for creative
applications in the game world.
5. Narrative and choice, as the player resolves
conflict and uncovers the mysteries of
Corpust– both pertaining to their character as
well as all the events taking place in the game
world.
Continuing with the ideology of letting the player
choose the way they play – though the option to
enjoy the best of all worlds remains.
6. The settlement of Corpust was once a vast experimental
complex known as Corpus-T.
Subtle hints towards this and other mysteries are seeded
throughout the experience, starting from the very
beginning: the discrepancy of so many geographical
elements in one small region – it’s unnatural.
The revelations will flow in the usual ‘peak and trough’
tension and release pattern towards the climax; which will
be a unique ending based upon decisions made.
7. Platform: PC
Scope: easy to adjust the amount of content.
The incorporation of truly alien creatures - not
just variant humanoid - as sapient beings; if any
artists are interested in really exploring such
things.
8. Team of 6, including myself (game designer / writer /
sound designer)
~2 x animator / modeler
Character models, landscape, texturing, art assets etc.
~2 x level designer / scripter type
Additional level development and implementation.
1 x programmer type (optional / multi-skilled)
Can be a secondary skill, mainly to troubleshoot any issues
that might pop up.