Project Kingdom – Ouroboro Studios – Narrative Design (September 2014 – September 2015)
The below images are from the first phase of Project Kingdom’s narrative design. These designs reflect conception and revision of many ambitious concepts from the start of the game’s development, some of which survived to the final design (not pictured) and some of which left.
- In this RPG, each race (it’s a fantasy, so elves, dwarves, etc.) will have four playable classes the player can choose from at the start of their game.
- Each class will have an individual branching story line.
- The player’s first class story will end, and then transition to a second class story, inserting the first class character in place of the second class character.
- The choices in the first class story will determine which second class story you get transitioned to.
- Choices will affect both the far and near future of stories.
- Choices will affect both external conditions and internal/psychological conditions
- Project Kingdom Narrative Design
- First draft pt.1: Yes. I’m unafraid to show our concepts in MS Paint. This first draft worries a lot about defining things and understanding how the system would be tutorialized to the player.
- First draft pt. 2
- Second draft : This is the first (digital) image of the design, and where it gets its in-house name: The Double Fork. This image made it much easier to think of the transitioning classes as interchangeable parts/forks. The fork endings being beginnings and endings that would line up with other beginnings and endings. Though we were going for a transition from one class to another, you could theoretically link all four classes together through this design.
- Third draft: T he Double Fork concept is used to simplify the systems in place and pare down what’s actually needed.
- Third and a half draft (applying content to it) A branching version of Goldilocks was written and plugged in to the design to see how it performed and to show the rest of the team an illustrative example. At the bottom right you can see the ending of the class connecting to the other three classes.
- Fourth draft: As we were choosing tools to integrate into the build, we played with Twine. These images were created on Twine and were semi-playable prototypes of the design. This draft saw further simplification, putting limits on recently vague variables: limiting the number of Minor Choices to three, viewing the Big Choices as one large event that happens all at once, and relying on the double fork image to gain easier comprehension of the design as it pertains to the larger class transition system.
- Fourth draft w/ story example