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Goldboots

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Design document: SERIAL KILLER GAME

As a Swedish teenager with absolutely no experience in the field of video-game developing on a professional level, the only thing one can do is to actually write the games I would like to play one day. You know, as in writing a design document. I've been doing this for quite some time now, but this is the first time I've ever been writing such a design document in English. I bet it all sounds really boring, but just bare with me for a moment, and maybe you'll like what I have to offer. Are you one of those gamers that just can't stop thinking about your now dream game? Playing other peoples' games is awesome, but only you know what you really want to experience in a game. Well I'm one of those gamers, too.

O.K., so here goes... I've always been fascinated about Serial Killers, and we all know how video-games allow us to satisfy some of our more darker sides. So let's create a game where you're actually playing as the serial killer. Choosing your victims, creating your own M.O., running from the cops, toying with the cops and living an social alter ego life. Imagine how the media would be all over this piece of entertainment. This is the reason why such a game only works on paper, at least at these worried times. Jack Thompson would jump around like pirate that just found the biggest, most epic treasure chest in the world, and the government would probably beg for Thompson's return to law. Serial killers would blame the game for all of their wickedness and so forth. So, instead of creating this game, let's just create a design document for it. After all, that's about all I know how to do when it comes to video-game developing. To set things off, today I'm just going to give a small, tiny little teaser for you guys. The introduction, the things that happen moments after you boot this bad boy up. If you're going to make a game about killing innocent people, the least you can do is to give the project all your love so it becomes a real gem. The introduction serves an important role in such project. So here it is; The introduction to my serial killer game:

--- Project name: SERIAL KILLER X ---

After the player have pressed "Start game" in the Dashboard, or whatever, the screen fades to black. An emotional and somewhat dark piece of classic music is the only thing the player can hear. Some small text appears, presenting the company that has been developing the game. When the text has disappeard, some thunder quickly replaces the music, and we can hear pouring rain smattering agains a roof. We're taken to a dark room in the middle of the night. A very bright ceiling lamp is switched on, and the camera is a bit blinded by the light for a few seconds. In front of us are a pair of pale feet, lying down on something that looks like a stretcher. The rest of the body is covered by a white sheet, and a toe tag is hanging from one of the toes.

On the tag a name is written; "John Doe". In the upper left corner of the screen, the text 'Profile 1' appears. Next to it, a left and a right arrow pops up. If the played would press right on the controller here, the corpse in front of us would be taken away on the stretcher and be replaced by another dead body, which would be Profile 2. There are a total of eight dead bodies/profiles to chose from. Four men (John Doe), and four women (Jane Doe).

If the played would press on the 'Accept' button right now, the camera would zoom in on the toe tag hanging from the toe. The alphabet presents itself to the player, and we get to replace "John Doe" or "Jane Doe", with whatever we want. Our future serial killer real identity. We are then taken away from the morgue, and are instead brought to the police station. Here a man sits at his office. He is working on a facial composite based on the details of a witness. This facial composite is soon covering the whole screen, and the played actually gets to decide how it turns out.

Eye color, skin tone, skin texture, facial hair, hair cut, hair color and so on. When you're done creating the facial composite, the man working on it in the game will pick it up and show it to an older women sitting opposite of his office table. "Is this the man/woman that you saw?", he says. If the played now press 'Accept", this woman will confirm and say "Yes, yes that's the man/woman I saw...". If the player would press 'Back', the old lady says 'No', and you can continue with the facial composite until your satisfied with the result.

When you've got the result you want, and accepted it, it fades away in front of the camera and is replaced by the same face but in a more "meatier" form. The face belongs to the person with the toe tag we just filled out, lying on the stretcher in the morgue. Obviously, this person now looks a bit more pale and, you know, dead, than on the facial composite earlier. In the background, we then hear a policeman say "It's confirmed, that's our suspect". The face we're looking at is for just a second replaced by a black screen with white lettering revealing the game's title, SERIAL KILLER X.

The camera zooms in so that the only thing we can see on the screen, is the killers closed eyelids. Suddenly they open, revealing the eyes of the killer, and as the camera zooms out again, we see that the killer is now alive, lying safely in bed. The text "Unknown time earlier" flashes by. The killer, our character, rises from the bed and puts its tired feet on the floor, with the sun shining through the bedroom window. This is where the played takes control, and when the player get to take his or her first steps as a serial killer in a serial killer drama unlike anything we've ever played before...

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Stay tuned for more "Serial Killer X design document" posts in the coming weeks. Next I'll go through some basic gameplay elements, like choosing your victims in a big city, and creating an unique M.O.

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