Troubadour Game Design Elements Formal Elements • Players • Objectives • Procedures • Rules • Resources • Conflict • Boundaries • Outcome Players • Single-Player vs. Game • The player is playing as a Troubadour with the power to tame and control animals with music Objectives • The game has 2 main objectives: • Keep the kingdom safe from pesky creatures • Collect every type of creature in the game • At its core, the objectives are combat and capture • There is also an element of exploration through unlocking areas on the map Objectives • Combat: • The player must win music-themed battles against creatures of many types • These objectives will be stated clearly as they come up by NPCs • Ex: • The bakery is overrun by rats. Defeat the rats to save the bakery. • The cornfield is being decimated by a murder of crows. Defeat the crows to save this year’s crop of corn. • A dragon is attacking the castle. Defeat the dragon to save the king. Objectives • Capture: • This objective is player-driven. It is not a strictly-stated objective of the game but rather a side-benefit of battles that should appeal to Achievers and Collectors. • Each battle has a chance to let you keep the creature you defeated in your collection. • Collectors will repeat battles over and over to complete their collection. Objectives • Exploration • As the player completes combat and capture objectives, new areas of the map will be unlocked. • This drives story progression. • It also makes new combat and capture objectives available. • The player will customize the look of their Troubadour (such as hair style and color, clothing, etc.) • New creatures can be collected by clearing a music-based “battle” • First the player must choose a piece of music that they think might work (different pieces have different efficacies for each creature) • Touch controls, player must tap the correct points on the screen as they light up to the correct beat • The player will get items unlocking new pieces of music through quests that are stored in a Songbook • The player can also get new items for customizing the look of their Troubadour • There is a “Practice” mode for each song in which the player plays the rhythm game with no risk Procedures • Creatures can only be defeated and tamed using certain pieces of music, different for each creature • Getting a poor score on a battle (not doing well in the rhythm game) can result in losing the chance to tame a creature/can create additional steps to finish a quest • The player can’t play any music that they haven’t collected in their Songbook • Quests must be done in a certain order • Movement on the map is, with a few exceptions, linear. The player must walk through all consecutive spots on the map to reach a different place. Rules • Music- New pieces of music are collected and put in the Songbook for future use in battle • Creatures- Creatures the player tamed are kept in the Stables. Some creatures must be collected and shown to the appropriate NPC as proof of skill for quests • Instruments- New instruments can be unlocked, opening up the possibility of new songs and new creatures • Clothing- Vanity item, used to dress up the Troubadour. Certain outfits can unlock quests for the player. • Gold- Used to purchase other resources from NPC vendors Resources Conflict • Creatures are wreaking havoc on the kingdom and it is up to the player to bring them under control. • In this world, Troubadours are called in before warriors and hunters in an attempt to humanely stop beasts like dragons from causing trouble. • Conflict ranges from minor (such as rats infesting a bakery) to major (a dragon holed up in the King’s castle). Boundaries • The game takes place on a map with defined boundaries. • The player can travel anywhere on the map that they’ve unlocked through questing but cannot leave the bounds of the map. • The entire game takes place in one kingdom on a single continent. Future DLC might include new “kingdoms” with new maps to travel to. Outcome • The outcome of each battle is uncertain and is based on the skill of the player as well as the song chosen for the battle. • The final outcome or end state of the game is to calm all disruptive creatures in the kingdom (complete all quests and sidequests in the game). • Because this is a mobile game, additional quests can be added at any time to keep the players that have “completed” the game engaged. Dramatic Elements • Challenge • Play • Premise • Character • Story • World Building • The Dramatic Arc • The game begins with simple melodies to get the player accustomed to the controls and gameplay. • Difficulty increases with the addition of more complex musical pieces that the player must complete. • Players can choose to practice songs outside of battles in “Practice Mode” so that when it really counts, they’ll be good at the song. • Or, they can jump into battles sight unseen and test their skill in the rhythm game with new pieces of music. Challenge Play • The main play in Troubadour is a combination of make-believe play and competitive play. • Players can live out the fantasy of being a musician without any real musical training • Players are trying to “beat” the game • As the player grows in confidence, their confidence is reflected in the game through an expanding collection of creatures and music Play • This game should appeal to multiple types of players for different reasons: • The Explorer: unlocking the entire map • The Collector: multiple things to collect, both functional and vanity items (creatures, music, clothing) • The Achiever: Beating all the quests, unlocking more challenging instruments • The Artist: Dressing up the Troubadour in unique combinations of costumes Premise • Creatures, both real to our world and fictional, are causing mayhem all over the kingdom. It is up to the kingdom’s best Troubadours to bring peace back to the land. Character • The character plays a Troubadour, a musician whose music is so beautiful that creatures will stop what they’re doing and do the Troubadour’s bidding. • This is for the most part a flat character that the player can project themselves on to. They can even customize the character’s look to suit whatever personality they envision. • The story begins with the player’s Troubadour being called to duty for the first time. They have just recently completed their training and are eager for a change to prove themselves. • The main story progression is the growth of the player’s ability. There are multiple smaller story arcs set in the quests, but the overarching story is that of the growing skill and fame of the player’s character. This will be reflected in NPC dialogue. • When the player starts out they get lots of “Who are you?” • By the end of the game people are fawning all over the player “I’ve heard so much about your skill with the lyre!” Story World Building • This game takes place in a medieval-style kingdom that prefers non-violent ways of resolving problems. It is a peaceful kingdom with little in the way of war. Most conflict comes from nature and the Troubadour is the first line of defense against nature. The Dramatic Arc • This game is almost entirely character vs. nature • Civilized society must fight of hoards of beastly animals • The player must tame or calm the wild nature of the creatures • From a game system perspective, the game is player vs. game system. There is no interaction with other players. System Dynamics • Objects • Properties • Behaviors • Relationships • Troubadour • Avatar of the player in the game • Instruments • Player can collect different instruments • Music • Players can collect different songs • NPCs • Non-player characters fill out the world and provide the player with quests and guidance • Creatures • These are the “enemies” the player must tame in the rhythm game • Stable • This is where tamed creatures are kept • Songbook • This is where known songs are kept • Clothing • Change the look of the player’s Troubadour • Map • Where the quests can be found Objects Properties • Troubadour • Equipped instrument • Clothing • Other physical attributes chosen by the player • • • • Hairstyle Hair color Eye color Skin tone • Fame • A score that grows as the player completes quests and tames creatures • Skill • A score based on how well the player does in the rhythm battles against creatures Properties • Instruments • Player can collect different types, each with a different degree of difficulty of use and with different looks • Panpipes • Pipe • Lyre • Lute Properties • Music • Player can collect different pieces of music, all classical and folk music from the real world, to play against creatures • Songs range in difficulty • Easy: Three Blind Mice • Hardcore: Flight of the Bumblebee • Different songs work better against different creatures Properties • NPCs • Different NPCs have different functions • • • • Quest-giver Side/mini quest-giver Merchant/Vendor Fan (may give the player free items for certain achievements) Properties • Creatures • Each creature the player fights has several properties • Songs that work well against them • Songs that don’t work at all against them • Difficulty score (how well the player must perform the right song to tame the creature) • Can be real world creatures or fantasy creatures Properties • Stable • This is where tamed creatures are kept • Essentially a trophy case Properties • Songbook • This is where the songs the player has learned are kept • Players can access “Practice Mode” from here Properties • Clothing • This is used to change the Troubadour’s outfit. • Different combinations can unlock quests or rewards from NPCs Properties • Map • Locked locations are greyed out • Unlocked locations are in color and the player can travel to them by double-tapping on them • Troubadour • Can move linearly on the map • Instruments • Panpipes • Basic starting instrument • Tap the right note • Pipe • Hold down multiple spots to form the notes • Lyre • Tap the right note, some strumming/sliding between notes • Lute • Adds strumming mechanic • Hold down the right note while swiping another part of the screen • NPCs • Dialogue differs based on Player’s Fame score • Creatures • Different creatures react differently to different songs Behaviors Relationships • Troubadour • Plays music, tames creatures, wears clothing • Music • Played by Troubadour, affects creatures • NPCs • Affects inventory of player, gives guidance to the player • Creatures • Affected by music, tamed by Troubadour Troubadour
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