Daily Design: Day 65
Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on three randomly generated words. Today, they are;
Quiet, Deed and Concentration.
As such, the game I’ve designed today is…
Heist and Mighty
Heist and Mighty is a cooperative puzzle game about successfully pulling off high-stake heists. Many reading this will immediately think of Pay Day, but Heist and Mighty is designed with a focus on puzzles, planning and stealth – combat is a problem, not a solution.
Where most team games focus on heavy action, this is all about planning ahead and executing that plan efficiently. Think of the heist scene in Ocean’s 11 (or any similar movie) and try to imagine that in game form.
Players are each assigned a role that essentially plays as a mini-game, with the difficulty dependent on how the rest of the has performed or is currently performing. The safe-cracker, for instance, will have a strict time limit if an alarm has been tripped at any point prior.
The roles are;
The Director, as the name implies, is responsible for coordinating the efforts of the entire team. They can cycle their camera through each team mate’s point of view, a top-down map and the security cameras in the building. They can also use a “window-in-window” system to put a smaller viewport inside of a bigger one.
The Director can make a mark anywhere on the map or from a viewpoint that the entire team can see. They’re also responsible for controlling systems throughout the building – they can lock doors remotely, distract guards with radio signals, and other small things that can help the team immensely if used well. If an alarm is tripped, the Director can intercept it by successfully performing a quick-time event which gets more difficult with each subsequent alarm.
The Infiltrator is responsible for picking locks on doors that the Director can’t access, picking pockets, coercion and similar tasks. Picking locks works in a minigame like you’d see in any Bethesda title (such as Fallout or The Elder Scrolls), but if anybody sees you attempting to pick a lock an alarm is sounded. Picking pockets is done by walking into somebody at speed and quickly pressing the button that appears – be careful, though, as this will only work in crowded areas. If a lone guard is rammed, they’ll consider it an attack rather than a mistake.
Lastly, coercion is done by talking to key personnel and playing a small “dialogue minigame”. This minigame consists of seeing what they say and selecting the correct response in a kind “scissors-paper-rock” style. Both the player and NPC have three options – harsh, crafty and honest. Harsh beats crafty, crafty beats honest and honest beats harsh. After a line of dialogue, the player selects their option and the dialogue plays out to see what happens.
For example, the person they’re talking to may say “Fuck off”, which is obviously on the harsher side of the spectrum. As such, the player would select “Honest” to proceed. Successfully persuading people will open other options, such as easy access to certain areas or guard patrols moving around.
The Breaker is tasked with getting through the normally unbreakable – especially safes. The breaker can crack safes quietly if all is going well, or more loudly with explosives, though this runs the risk of destroying some of the contents inside.
The Breaker also has access to different kinds of explosives and distracting devices. Noise maker mines can be placed and remotely detonated to distract guards, and Breakers are also equipped with silent sleeping gas grenades to take out groups of guards without any alarms. Finally, they’re also equipped with several explosives that can be used if alarms are sounded and the team needs to make a violent escape.
Finally, the Enforcer is used for all violent actions. They have the option of being stealthy, and can use a blackjack to knock guards out quietly (though guards not making their status reports will raise suspicion), but they really shine if an alarm is triggered. The enforcer is your team’s muscle, and the player you’ll rely on the most if a fight ensues.
That said, they have enough flexibility to be both fun and useful without an alarm ever being tripped. They also have the most options for causing distractions, which allows them to work with the Director to manipulate patrol routes and allow your team to infiltrate safely.
That’s it! Thanks for reading. It’s a complicated game that I didn’t have the time to explain completely, but I think there’s enough there to get the idea. I’ll be back again tomorrow with another game concept.