Groundhogday Rick Davidson

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Storytelling Movie-Into-Game Assignment: 

Storytelling Movie-Into-Game Assignment Groundhog Day Rick Davidson GD02 It’s….

Couple’a Quick Rundowns: 

Couple’a Quick Rundowns

Quick Movie Rundown: 

Quick Movie Rundown This is Phil. He is a weatherman. He is not very nice. Punxsutawney on Groundhog Day. Trapped in 1 day. Goes through range of attitudes. Finally gets to tomorrow.

A Side Note For the Theologians In The Audience: 

A Side Note For the Theologians In The Audience Many spiritual and Buddhism undertones. How would you spend eternity? It is not a curse. Reincarnation. Confrontation and acceptance of death. Enriching the soul through selflessness. You cannot control the universe (old man dieing). No one weeps for the wretched (Rita’s poem). Essence of the game.

Quick Game Rundown: 

Quick Game Rundown 3d world: Punxsutawney. Play as Phil. Rich and deep. Player must find Phil’s soul. Make an impact on fabric of time. Harmony, true meaning, immortality. Mini missions. Accumulate knowledge, talent. MacGyver type ingenuity. Character based discussions. Information gathering.

Quick Game Rundown: 

Quick Game Rundown Funny, funny, funny! Leverage movie’s dry, sarcastic humor. Examples: Phil: Do you ever have deja-vu Mrs. Lancaster? Mrs. Lancaster: I don't think so, but I could check with the kitchen. Phil: This is one time when television fails to capture the true excitement of a large squirrel predicting the weather. Rita: Why would anybody steal a groundhog. Larry: I can think of a couple of reasons. Pervert.

Quick Game Rundown: 

Quick Game Rundown Day 1 Normal Phil. Straightforward, naughty challenges. Eg. Steal, manipulate, rob. Day 2 Trapped Phil, main part of game. Challenging tasks. Story progression. NPC no memory. Skip to time of day. Day 3 Enlightened Phil. Player must think deeply for tasks. Many fun distractions. Eg. Driving, shooting. Can just run around and interact with world.

The Sordid Details: 

The Sordid Details The Hero’s Journey

Story tone: 

Story tone Spirituality. Moral decisions. Distracting the player from the goal. Player control over how to be the hero. Rewarding players who ‘get it’.

Hero’s Journey Elements: 

Hero’s Journey Elements Ordinary World: Player has no real impact on world. Trickster but only transient results. Day 1 is in ordinary world. It is wicked. It trains them. Lots of fun ‘kick the chicken’ tasks.

Hero’s Journey Elements: 

Hero’s Journey Elements Call to Adventure: Guru Swarmie from the Buddhist Channel [Mentor and Oracle!] . TV used as major storytelling device. Guru is strangely independent of time warp. TV also acts as Herald.

Hero’s Journey Elements: 

Hero’s Journey Elements Refusal of the Call: The choice is in the player’s hands – they know what they have to do. Exciting cool things to lead them astray / away. Temptation! Habits built in Day 1.

Hero’s Journey Elements: 

Hero’s Journey Elements Meeting with the Mentor: There will be many people giving Phil clues and ideas. Regular, spirit mentoring will be from: Guru – positive reinforcement Rita – negative reinforcement but also love interest.

Hero’s Journey Elements: 

Hero’s Journey Elements Crossing The First Threshold: Subtle transition to day 2. Player must sacrifice skill / ability to develop. Threshold guardians: Bad (ie fun) influences that lead Phil astray. Ralph the drunk guy.

Hero’s Journey Elements: 

Hero’s Journey Elements Tests, Allies, Enemies: Mini missions. Eg. Rob a bank. Save a life. Authorities. Larry as an unknowing ally. Ned Ryerson recurring enemy Rival. Shapeshifter. Mirror to Phil’s shadow. We find out that Ned is also trapped and has memory. Player forced to play at Ned’s game, wear his skin.

Hero’s Journey Elements: 

Hero’s Journey Elements Approach the inner cave: Player must kill themselves to progress. Ordeal: Quests, challenges, issues. Contest with Ned. Ned is trying to make bigger ripple. Reward: For finding parts of Phil’s soul. Greater knowledge to accomplish tasks. Larger impacts / ripples on fabric of time.

Hero’s Journey Elements: 

Hero’s Journey Elements The Road Back: Performing good tasks. Executing the perfect day. Accumulating parts of the soul. Resurrection: Playing as tomorrow (day 3) and having ‘real’ impact. People have memory. Return with the Elixir: Finding soul, increased influence. Execute missions in tomorrow. Making a real difference to the world.

Conclusion Of Journey: 

Conclusion Of Journey At the end of the game: Beats Ned. Wins over Rita. Has no enemies. Makes ripple in time. Has freed his soul!

The End.: 

The End.