|
"Critical Mass" Video Game Design Document

FIGURE: "Critical Mass": Retrospective Level #8: "Virtual Creature"
INTRODUCTION
I have long dreamed of designing video games that would
be implemented and published by talented programmers and
artists.
I used some of my spare time in the years 2000 and 2001
to write my first game design document, for a game I
called "Critical Mass".
My original concept for "Critical Mass" involved a
"game within a game". The main character was
Mr. Ca$h, the shifty, con artist president of a
video game company. The game begins in a courtroom,
with Mr. Ca$h on trial, the target of a class-action
suit brought against him for a series of terrible
games produced by his company. The plaintiff side is
represented by three notorious video game critics.
A mass of critics also participates via online chat.
Mr. Ca$h must defend himself by playing all 16 of his
games in the courtroom. So, the player controls the
Mr. Ca$h character, who in turn spends most of the game
playing one of the sixteen video games published
by his company. After each mini-game is completed
(essentially like a level in a conventional game),
our perspective changes to the courtroom and the
critics make comments. I initially thought that
Mr. Ca$h would simply win the case in the end,
but having him thrown in jail would create more
need for vengeance for a possible sequel.
I discussed the game idea with my friends, and
some said that the indirection (you control Mr. Ca$h,
and Mr. Ca$h controls some anonymous game character)
was confusing and lacked the focus that mainstream
games have: a strong, distinctive character that
fulfilled some of your fantasies.
I thought the Mr. Ca$h character was great, and
I liked the whole plot of the game, but I decided
to try to do exactly what some of my friends
suggested: focus on a single character, make this
main character a real hero, and simplify the plot.
So, I eliminated Mr. Ca$h, the critics, and the
courtroom scenario, and focused on a guy I named
Mr. One, who is forced back to the year 1979 by
the evil Dr. Zero (who is spherical and made
entirely of dark energy). Mr. One must fight
his way back to the future to ultimately defeat
Dr. Zero, going through the history and present
of video game genres. Dr. Zero's minions are
determined to blast Mr. One in to pixels and
bits.
When I was writing this game design document I
sometimes couldn't stop laughing, and I thought
this would be the funniest and most fun game
ever. I am still very confident that this game
would become a legend.
Anyhow, when I read a book on screenwriting
I came across this piece of advice: Throw away
your first script, because it's bad and cannot
be fixed. Ouch!
I am posting my game design document on this
web site in the hope that a company with a
proven history of producing games discovers
this design and offers cash and royalties
to use the design. If the game idea really
is a dud, then maybe people can learn from
my mistakes.
COPYRIGHT
Please read the copyright notice contained
in the game design document. It basically
says that you may freely copy the document
as long as it is copied as a whole. You
cannot publish a game based on this design
without coming to some agreement with me.
You cannot extract and publish parts of
the document without my permission.
Basically, if this game design has any
merit, I'd like to be rewarded for the
effort I put in to creating it. It is
always my goal to free myself from having
to be employed to survive.
DOWNLOAD
The document was created using Microsoft Word 2000,
has a total size of 19,326,464 bytes (18.4MB), and
is saved in the *.doc format. The document is
147 pages, 34,895 words, and was revised 95 times
over a total of 4765 minutes (79.4 hours) of
actual edit time.
I strongly suggest switching the view mode to
"Print Layout" instead of "Normal" or "Outline"
view if you intend to read the document in
Microsoft Word. Go to the "View" menu, and
select "Print Layout".
WARNING: The compressed size of this document
is still pretty large (roughly 7MB), which
could take an hour with a phone-based modem!

FIGURE: "Critical Mass" document first page.
[1] Critical Mass GDD (6.8MB *.ZIP) ZIP archive
[2] Critical Mass GDD (7.2MB *.EXE) Win98/NT/2000 Self-extracting ZIP archive
CONTACT INFORMATION
Colin Fahey
cpfahey@earthlink.net
www.colinfahey.com
2002, Irvine, California
|
|