2010-12-28

Game Design Challenge: The New Sound

This was my submission for 2009's December challenge. It is not that bright, mainly because it was a last minute improvisation. My original idea, which had nothing to do with this one, became too ellaborate (and awesome). I'll revisit it soon and post the final version, which I hope to turn into a game in the relatively near future.
Instead of re-writing the whole composition, I just gave a shot at this different approach. I had been thinking of a subway mobile shooting game, similar to Virtua Cop 2's train section. In the end it turned out a little more like a simplified graphic adventure.

At least, I'm glad I didn't make a game like 80% of the nominees, which just used input commands as both control and sound. Rythm games have a lot more potential.
Proposal: NOISE ATENUATION SQUAD

 The situation in public transport is getting out of hand. Portable music players are people's biggest worry today: either they want to travel undisturbed or they want to listen only to their own music. Attacks have been triggered by this and the government fears a riot might explode soon.
 Only one solution would work, but the budget for the Omni-Happiness Machine did not pass the latest votings. A cheaper proposal, however, was approved: an untrained, unequipped, almost unsalaried squad has been built to make sure noise is kept to acceptable levels, preventing further violence outbursts.
As a member of NAS you'll be tasked with controlling noise in public trains, tubes and buses. Using whatever you can get your hands on, your mission is to make sure rage is kept under control. Rage levels can be evaluated looking at travellers faces: the more noise people hear (not produced by themselves), the angrier they will get. When people are close to exploding they will start swearing, which generates even more noise. To control noise you can isolate music devices (e.g. with noise cancelling bells, magnetizing them if possible or breaking them, at worst), cheer people (e.g. making a baby laugh will soothe people around it) or right out knocking the offender unconscious. Everything is acceptable, as long as it is done in silence. And fast: hearing other people's music will remind other passengers the have better taste and will quickly produce their media players. In a short time it can degenerate into a uncontrolloable, full blown cacophony which you will be unable to stop.
 You can use elements on screen to build devices or throwable objects, like newspapers, dustbins or emergency hammers. You could also build headphones for people with wires and magnets.
 Your missions will last the whole traject of a line, with an average of 10 stops and 2-3 minutes between each. Stops can be used as checkpoint, in which phase progress is saved. During the travel, people will receive calls or play stupid videos for their friends. Every passenger in the vehicle is a concern. Nowadays, even babies have mobile phones.
 Thankfully, you can count on a secret weapon: your own rage. Once you've got your fill you can perform a 'Scream of anger', making everyone a bit more dangerous, but attenuating every other sound for the next few seconds. The scream of anger, if possible, will be triggered by shouting to the microphone in the gaming device.
 If you do well, the unit will be tasked with maintaining order in public buildings too, with the same personnel and budget.

 This game will be available for mobiles and handheld consoles, should be played in public places without headphones and will feature all kinds of music, with the only restriction that it be the worst from each genre. The game could allow multiplayer, using wi-fi or bluetooth connections, or augmented reality, with integrated cameras.

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