Post by K on Jun 24, 2007 2:04:30 GMT 1
The following post originates from a copyright protected document created by Keono Productions© and is thereby legally protected from direct copying or plagiarism.
This is the main storyline me and a friend of mine created for our project. Names of locations and persons are not defined, these are just used for the sake of explanation.
Setting: It takes place in a wasteland-like Europe, years after the bombing. The countries do not really exist anymore though influences of different cultures are still noticeable. Towns and villages developing, trying to survive the wasteland with farming and commerce.
The Main Character (MC) does not know much about the world, like the player. Though there is some common knowledge:
-The six biggest cities/towns have set up a committee several years ago, forming a so called ‘Union’. This committee contains one spokesperson per city, each with additional advisors. They have one location where the core of this committee always remains. These cities try attract other towns to join The Union. Negotiation is their trait.
-Evans & Bateman, this is a small corporate business that has been around for several decades. They produce healing drugs of very high quality (very effective stimpacks and stat-boosting supplements). Some towns trade periodically with Evans & Bates, which is rather safe since E&B has its own small and well-trained militia.
-Many towns are bothered with raiders. These are mostly just anarchists, addicts or any other type of outcast. But there are two groups of raiders that differ. One group of raiders is against E&B (this group does not have a name). Not many take them seriously since most members sound like lunatics that merely need something to rebel against. Most say it’s just an excuse to be violent while trying to get away with it, claiming they are saving the world from this corporation. The other group calls itself the AU, which stands for Anti Unification. They believe the unification of all the towns, as preformed by the Union, will lead to less freedom of the common man. It would mean that in the end, only the biggest traders will flourish while farmers and other workers will remain poor. These raiders frequently attack the six cities that are part of the Union.
-Due to the raiders, the Union supports E&B by sending some troops to guard their headquarters and caravans, at first to show goodwill. E&B does not actually cooperate with the Union, but they offer large quantities of their products for the services given by them. Since these are very expensive and useful, the Union gladly accepts this. Their relation is platonic but very effective.
-Ammunition is not very frequent and a bit expensive (this adds to the gameplay; the player now has more reason to invest in melee since close-combat saves much needed ammo).
Story: Our story starts at a small village preferably in an outer corner of Europe (The Netherlands, northern Germany perhaps or the western border of Russia. For this document we used the Netherlands as the starting point). Though it is a small town, it is very hospitable and the people work hard to strengthen their economy. Everyone knows each other, which is why the only bar is visited very well with friendly faces. After the MC is created and the game has started, the MC can be seen in a local bar which is crowded with townsfolk. An NPC is talking to the MC about a local happening or such. After a few lines of dialogue and responses, another townsperson walks in and tells the MC that GEOFF wants to see him. The player is required to meet Geoff and speak with him. This person is known very well in town and is a respected man, he is one of the political figures that tries to maintain the growth the village is experiencing at the moment. He gives the MC the first quest. He tells him to find a merchant named “Victor” who can establish new contacts with their village. This way new merchants and merchandise can be introduced to the hometown, causing a rapid growth and possibly causing other merchants to visit as well. The MC may now leave the town and find Victor at a location not yet specified.
The player is free to visit other towns and find sub quests that are taking place. To continue the main quest and storyline, it is required to visit the specific location of Victor. When visited, the player must talk to the merchant to start the conversation. Victor agrees with establishing new trade routes and contacts, if the player will help him out with one thing: they need water for their travels which can be found at a public well, controlled by friends of Victor. In this same conversation, Victor also mentions another friend of him they may visit, a trader in a big town with a lot of useful contacts. When the quest accepted, they and ten others head for the well. They arrive but notice the well-merchants are dead. Raiders stand in their place next to the dead bodies. Victor tells the MC to hide. The player has a few dialogue options but eventually is ordered by Victor to hide, for the good of the town. The screen fades out and in. The MC is placed near Victor as their conversation automatically starts. Victor tells the MC to visit the trader he mentioned and explain him what happened. This is required to continue the storyline.
(The player can also go to his hometown and talk to Geoff, he tells him to do as Victor said since Geoff wants more traders coming to the village)
When the player meets this merchant DERRICK, he is asked about the situation. At a certain moment, there is only one dialogue option explaining to Derrick that the MC was to help Victor travel. Derrick is surprised about this and suggests that the MC goes to his hometown to prepare for a possible raider-attack.
When the player does this, he must walk into Geoff’s office to continue the story. Several people stand in the room and seem to be discussing something. As the player approaches, the conversation starts. They talk about “where he has gone.” It appears that Geoff has disappeared. At the end of the conversation, the people present in the room ask the MC if he could look and ask around in other towns he visited so far, to see if he can find some information about Geoff.
From here on in the storyline will not be linear as it has been so far. There will be many sub quests that the player can clear. A few examples:
-A town is troubled by a plague of yet to be defined creatures (probably mutated) that only appear in that area. The player can help with traveling together with caravan drivers to transport resources to the troubled town (in the past their caravans have been attacked and some even disappeared). Several trips are needed to fulfill in the needs. Though after the second trip, the player arrives at the location to see a massacre. The troubled town is no more.
-A serial killer is on the loose at a big city. Over twenty prostitutes have been killed brutally. The player can solve this and find the killer. But when the player revisits the town, another prostitute has been killed.
Other occurring events/information that travels the world:
-Many women have been raped in a single town, it occasionally still happens.
-An attempt to assassinate one of the Union spokesmen failed.
But the main goal is still to find Geoff. There will be a few NPC’s who claim to know about him, but they will only help the player if he does something in favor of them. These bits and pieces of information eventually will lead to a secret location of the ‘anti E&B group’, otherwise not found. The player can either ask their leader for information about Geoff, or he can kill them all and search the place. Either way, it results in the discovery of a corpse, Geoff’s corpse. When asked about Geoff, the ‘anti E&B’ raiders explain that they found this man near their hideout, bleeding to death and holding a blood-drenched knife. He tried to speak but wasn’t able, and he shortly died after they found him. They point out the cuts on his left arm (which are made known to the player by a message in the text-interface in the bottom left if he searches the body). The cuts read “EnB”.
To reach the conclusion of the game, the player must visit E&B and find a way to infiltrate it. There are multiple paths:
-Utter violence. The player can kill way into the building.
-Diplomatic. If the player did a sub quest, he will know of an appointment a Union spokesman made with E&B. If his diplomatic skills are high enough, the player gains access.
-Joining E&B. It is possible to join E&B through a quest. Once this is done, the player will be outfitted with an E&B armor and is granted access into the building.
-Sneaking. (Path not yet defined)
Once inside, there are multiple underground levels, filled with either guards or turrets. Combative players can fight through these sections while ‘intelligent’ players can use computers to deactivate and/or reprogram the turrets to help them out. Sneak-skilled players also have a route that will be designed for them. One specific computer contains information about E&B projects, with one project called ‘BioUnit’. Another computer of the lead scientist contains a log in which is explained that their BioUnit has a flaw that has not yet been solved. Human DNA was used as a component to hold other strings of DNA together. Certain drugs make the human DNA let go, causing the BioUnit to literally fall apart. The scientists have an injection-gun with this type of drugs ready, for emergency cases. After this the player is to confront the E&B committee board so he can find out what is going on and what can be done. This starts the conversation with the board, explaining the following:
Evans & Bateman have been using cunning ways to gain control. They have so called ‘agents’ all over the continent who have been trained like the militia has. These agents have their own lives to live, but must pass information on to HQ, the key to domination. E&B uses this information to act in such a way that it is beneficial to themselves. Their goal is to create a new world, as good or even better than the pre-war one, a world with a strong economy. This means money and power to them. But while creating this world, they want to make sure that they remain on top all the time. They want the world to be predictable to them so they can calculate al the economic factors and act upon them. Numerous events/facts prove their power.
-Ammunition is a bit scarce and expensive, it’s not really easy to acquire. E&B caused this, they prevent many arms-trades by hiring raiders to destroy the caravans. Weapons mean violence, and violence within a country does not advance the economy, to them it’s just a short-term race of muscle display that leads to nothing.
-There was a town troubled by a plague of creatures, they asked for resources to solve this. E&B took over some caravans, but the town kept asking for more resources, so E&B decided this was a waste of time and money and they believed the town should be destroyed.
-Many prostitutes were murdered in one town. This was planned by E&B. There were too many prostitutes, causing the prices to drop more and more. One of the brothel owners is an E&B agent and he proposed to kill off some prostitutes (mostly from rival brothels and pimps, but also some of his own) so the demand would increase, as would the prices.
-The rapists that savaged the women in one certain town, were hired by E&B. The population was stagnate so it was beneficial for the town to have more children.
-Geoff was an E&B agent. His mission was to provide information about the hometown of the MC so E&B could direct him, helping him to improve the local economy. He sent the MC to help Victor, but the MC could not prevent Victor from being killed. So Geoff failed in establishing contacts with merchants. The MC reported this to Derrick, also an E&B agent. Geoff did not know about him, he might’ve known that the MC was ordered by Victor to report to a friend, but he never got a name. Derrick found out about the failure of Geoff, reported this to HQ and they decided to kill him. He fled and tried to hide. Before he was killed, he carved “EnB” into his own arm, hoping someone might find our what happened to him.
The player can ask questions to the board of directors if he wants to know more about “why they are doing this” and such. The members of the board explain how they want to create a new world with a strong economy, a world with a future. “We are the new world” one even says. The player can either choose to agree with them, joining their cause, or can choose to rebel (perhaps even kill the board members). When trying to escape, the BioUnit is unleashed upon him, forcing him to fight the ‘final boss’. This boss is a biological weapon, an experiment using multiple 'creatures' mixed together to create a hybrid.
Ending 1: player joins E&B and becomes a high-ranked member of the militia. The MC is displayed serving E&B, long term plans are executed as they always have.
Ending 2: the BioUnit is destroyed and explodes, starting a fire. The building bursts into flames as the player escapes. The MC wanders off into the wasteland.
Copyright Keono Productions©
This is the main storyline me and a friend of mine created for our project. Names of locations and persons are not defined, these are just used for the sake of explanation.
Setting: It takes place in a wasteland-like Europe, years after the bombing. The countries do not really exist anymore though influences of different cultures are still noticeable. Towns and villages developing, trying to survive the wasteland with farming and commerce.
The Main Character (MC) does not know much about the world, like the player. Though there is some common knowledge:
-The six biggest cities/towns have set up a committee several years ago, forming a so called ‘Union’. This committee contains one spokesperson per city, each with additional advisors. They have one location where the core of this committee always remains. These cities try attract other towns to join The Union. Negotiation is their trait.
-Evans & Bateman, this is a small corporate business that has been around for several decades. They produce healing drugs of very high quality (very effective stimpacks and stat-boosting supplements). Some towns trade periodically with Evans & Bates, which is rather safe since E&B has its own small and well-trained militia.
-Many towns are bothered with raiders. These are mostly just anarchists, addicts or any other type of outcast. But there are two groups of raiders that differ. One group of raiders is against E&B (this group does not have a name). Not many take them seriously since most members sound like lunatics that merely need something to rebel against. Most say it’s just an excuse to be violent while trying to get away with it, claiming they are saving the world from this corporation. The other group calls itself the AU, which stands for Anti Unification. They believe the unification of all the towns, as preformed by the Union, will lead to less freedom of the common man. It would mean that in the end, only the biggest traders will flourish while farmers and other workers will remain poor. These raiders frequently attack the six cities that are part of the Union.
-Due to the raiders, the Union supports E&B by sending some troops to guard their headquarters and caravans, at first to show goodwill. E&B does not actually cooperate with the Union, but they offer large quantities of their products for the services given by them. Since these are very expensive and useful, the Union gladly accepts this. Their relation is platonic but very effective.
-Ammunition is not very frequent and a bit expensive (this adds to the gameplay; the player now has more reason to invest in melee since close-combat saves much needed ammo).
Story: Our story starts at a small village preferably in an outer corner of Europe (The Netherlands, northern Germany perhaps or the western border of Russia. For this document we used the Netherlands as the starting point). Though it is a small town, it is very hospitable and the people work hard to strengthen their economy. Everyone knows each other, which is why the only bar is visited very well with friendly faces. After the MC is created and the game has started, the MC can be seen in a local bar which is crowded with townsfolk. An NPC is talking to the MC about a local happening or such. After a few lines of dialogue and responses, another townsperson walks in and tells the MC that GEOFF wants to see him. The player is required to meet Geoff and speak with him. This person is known very well in town and is a respected man, he is one of the political figures that tries to maintain the growth the village is experiencing at the moment. He gives the MC the first quest. He tells him to find a merchant named “Victor” who can establish new contacts with their village. This way new merchants and merchandise can be introduced to the hometown, causing a rapid growth and possibly causing other merchants to visit as well. The MC may now leave the town and find Victor at a location not yet specified.
The player is free to visit other towns and find sub quests that are taking place. To continue the main quest and storyline, it is required to visit the specific location of Victor. When visited, the player must talk to the merchant to start the conversation. Victor agrees with establishing new trade routes and contacts, if the player will help him out with one thing: they need water for their travels which can be found at a public well, controlled by friends of Victor. In this same conversation, Victor also mentions another friend of him they may visit, a trader in a big town with a lot of useful contacts. When the quest accepted, they and ten others head for the well. They arrive but notice the well-merchants are dead. Raiders stand in their place next to the dead bodies. Victor tells the MC to hide. The player has a few dialogue options but eventually is ordered by Victor to hide, for the good of the town. The screen fades out and in. The MC is placed near Victor as their conversation automatically starts. Victor tells the MC to visit the trader he mentioned and explain him what happened. This is required to continue the storyline.
(The player can also go to his hometown and talk to Geoff, he tells him to do as Victor said since Geoff wants more traders coming to the village)
When the player meets this merchant DERRICK, he is asked about the situation. At a certain moment, there is only one dialogue option explaining to Derrick that the MC was to help Victor travel. Derrick is surprised about this and suggests that the MC goes to his hometown to prepare for a possible raider-attack.
When the player does this, he must walk into Geoff’s office to continue the story. Several people stand in the room and seem to be discussing something. As the player approaches, the conversation starts. They talk about “where he has gone.” It appears that Geoff has disappeared. At the end of the conversation, the people present in the room ask the MC if he could look and ask around in other towns he visited so far, to see if he can find some information about Geoff.
From here on in the storyline will not be linear as it has been so far. There will be many sub quests that the player can clear. A few examples:
-A town is troubled by a plague of yet to be defined creatures (probably mutated) that only appear in that area. The player can help with traveling together with caravan drivers to transport resources to the troubled town (in the past their caravans have been attacked and some even disappeared). Several trips are needed to fulfill in the needs. Though after the second trip, the player arrives at the location to see a massacre. The troubled town is no more.
-A serial killer is on the loose at a big city. Over twenty prostitutes have been killed brutally. The player can solve this and find the killer. But when the player revisits the town, another prostitute has been killed.
Other occurring events/information that travels the world:
-Many women have been raped in a single town, it occasionally still happens.
-An attempt to assassinate one of the Union spokesmen failed.
But the main goal is still to find Geoff. There will be a few NPC’s who claim to know about him, but they will only help the player if he does something in favor of them. These bits and pieces of information eventually will lead to a secret location of the ‘anti E&B group’, otherwise not found. The player can either ask their leader for information about Geoff, or he can kill them all and search the place. Either way, it results in the discovery of a corpse, Geoff’s corpse. When asked about Geoff, the ‘anti E&B’ raiders explain that they found this man near their hideout, bleeding to death and holding a blood-drenched knife. He tried to speak but wasn’t able, and he shortly died after they found him. They point out the cuts on his left arm (which are made known to the player by a message in the text-interface in the bottom left if he searches the body). The cuts read “EnB”.
To reach the conclusion of the game, the player must visit E&B and find a way to infiltrate it. There are multiple paths:
-Utter violence. The player can kill way into the building.
-Diplomatic. If the player did a sub quest, he will know of an appointment a Union spokesman made with E&B. If his diplomatic skills are high enough, the player gains access.
-Joining E&B. It is possible to join E&B through a quest. Once this is done, the player will be outfitted with an E&B armor and is granted access into the building.
-Sneaking. (Path not yet defined)
Once inside, there are multiple underground levels, filled with either guards or turrets. Combative players can fight through these sections while ‘intelligent’ players can use computers to deactivate and/or reprogram the turrets to help them out. Sneak-skilled players also have a route that will be designed for them. One specific computer contains information about E&B projects, with one project called ‘BioUnit’. Another computer of the lead scientist contains a log in which is explained that their BioUnit has a flaw that has not yet been solved. Human DNA was used as a component to hold other strings of DNA together. Certain drugs make the human DNA let go, causing the BioUnit to literally fall apart. The scientists have an injection-gun with this type of drugs ready, for emergency cases. After this the player is to confront the E&B committee board so he can find out what is going on and what can be done. This starts the conversation with the board, explaining the following:
Evans & Bateman have been using cunning ways to gain control. They have so called ‘agents’ all over the continent who have been trained like the militia has. These agents have their own lives to live, but must pass information on to HQ, the key to domination. E&B uses this information to act in such a way that it is beneficial to themselves. Their goal is to create a new world, as good or even better than the pre-war one, a world with a strong economy. This means money and power to them. But while creating this world, they want to make sure that they remain on top all the time. They want the world to be predictable to them so they can calculate al the economic factors and act upon them. Numerous events/facts prove their power.
-Ammunition is a bit scarce and expensive, it’s not really easy to acquire. E&B caused this, they prevent many arms-trades by hiring raiders to destroy the caravans. Weapons mean violence, and violence within a country does not advance the economy, to them it’s just a short-term race of muscle display that leads to nothing.
-There was a town troubled by a plague of creatures, they asked for resources to solve this. E&B took over some caravans, but the town kept asking for more resources, so E&B decided this was a waste of time and money and they believed the town should be destroyed.
-Many prostitutes were murdered in one town. This was planned by E&B. There were too many prostitutes, causing the prices to drop more and more. One of the brothel owners is an E&B agent and he proposed to kill off some prostitutes (mostly from rival brothels and pimps, but also some of his own) so the demand would increase, as would the prices.
-The rapists that savaged the women in one certain town, were hired by E&B. The population was stagnate so it was beneficial for the town to have more children.
-Geoff was an E&B agent. His mission was to provide information about the hometown of the MC so E&B could direct him, helping him to improve the local economy. He sent the MC to help Victor, but the MC could not prevent Victor from being killed. So Geoff failed in establishing contacts with merchants. The MC reported this to Derrick, also an E&B agent. Geoff did not know about him, he might’ve known that the MC was ordered by Victor to report to a friend, but he never got a name. Derrick found out about the failure of Geoff, reported this to HQ and they decided to kill him. He fled and tried to hide. Before he was killed, he carved “EnB” into his own arm, hoping someone might find our what happened to him.
The player can ask questions to the board of directors if he wants to know more about “why they are doing this” and such. The members of the board explain how they want to create a new world with a strong economy, a world with a future. “We are the new world” one even says. The player can either choose to agree with them, joining their cause, or can choose to rebel (perhaps even kill the board members). When trying to escape, the BioUnit is unleashed upon him, forcing him to fight the ‘final boss’. This boss is a biological weapon, an experiment using multiple 'creatures' mixed together to create a hybrid.
Ending 1: player joins E&B and becomes a high-ranked member of the militia. The MC is displayed serving E&B, long term plans are executed as they always have.
Ending 2: the BioUnit is destroyed and explodes, starting a fire. The building bursts into flames as the player escapes. The MC wanders off into the wasteland.
Copyright Keono Productions©