"The Big Heat" [working title] Game Design Document
(C) 1997 Alan B. Scrivener
Last update: 7-Dec-1997 by ABS.
Contents:
FRAGMENTS
random notes:
10/31/94
The Watchers
Live with Indians and watch explorers from afar, found
earthquake through years of patience, basically
anthropologists, had to be ready during the same time
interval each day to make the jump out over a 20 year period!
11/1/94
The game is like a comic book. The player moves from frame
to frame. A framecan have: narration, thought balloons,
dialog balloons, active objects, and animation/view change-
ability. Some frames are totally staic, some are like an
interactive flight simulator.
"Punting"
It has been my experience that if you use a medium too
aggressively, you create an impression of limited response,
often the opposite impression you intend. Conversely, if you
attempt effects which the medium is "overqualified" to
acheive, you can create an impression of unlimited
capability, responsiveness and resolution. I call this
effect "punting." One interesting example of this effect
being used well is at the Magic Kingdom at Walt Disney World,
in the Walt Disney Story attraction. A film is shown of
Walt's life, but it appears to be a photo album on the
screen. For a few minutes we look at black and white still
pictures in the album, and then some of the pictures begin to
move and change colors, which for a moment seems astonishing
because our expectations have been set so low.
11/15/94
A lot of time recruits in '46 were told that they were
testing captured secret Nazi weapons.
Octet is run by what look like ETs (really humans in the
future, after genetic engineering) and their envoy to 20th
century humans is a guy called "Joe from New York" (really
Judge Joseph Force Crater).
5-Dec-1997
scenes we'd like to see:
- rainy night at mission
- >>>
- [see dictaphone tape]